raze/source/games/blood/src/dude.h
Christoph Oelckers ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00

68 lines
2.3 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#pragma once
BEGIN_BLD_NS
// By NoOne: renamed dude struct
struct DUDEINFO {
short seqStartID; // seq
short startHealth; // health
unsigned short mass; // mass
int at6; // unused?
uint8_t clipdist; // clipdist
int eyeHeight;
int aimHeight; // used by just Cerberus
int hearDist; // hear radius
int seeDist; // sight radius
int periphery; // periphery
int meleeDist; // unused?
int fleeHealth; // at which hp level enemy will turn in burning dude
int hinderDamage; // recoil damage
int changeTarget; // chance to change target when attacked someone else
int changeTargetKin; // chance to change target when attacked by same type
int alertChance;
char lockOut; // indicates if this dude can trigger something via trigger flags
int frontSpeed; // acceleration
int sideSpeed; // dodge
int backSpeed; // backward speed (unused)
int angSpeed; // turn speed
int nGibType[3]; // which gib used when explode dude
int startDamage[7]; // start damage shift
int at70[7]; // real damage? Hmm?
int at8c; // unused ?
int at90; // unused ?
};
extern DUDEINFO dudeInfo[kDudeMax-kDudeBase];
extern DUDEINFO gPlayerTemplate[4];
extern DUDEINFO fakeDudeInfo;
inline DUDEINFO *getDudeInfo(int const nType)
{
if (nType >= kDudeBase && nType < kDudeMax)
return &dudeInfo[nType - kDudeBase];
return &fakeDudeInfo;
}
END_BLD_NS