-
Notifications
You must be signed in to change notification settings - Fork 0
/
Eyeman.es
556 lines (512 loc) · 17.3 KB
/
Eyeman.es
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License 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. */
323
%{
#include "StdH.h"
#include "Models/Enemies/Eyeman/Eyeman.h"
%}
uses "Entities/EnemyFly";
enum EyemanChar {
0 EYC_SOLDIER "Soldier", // soldier
1 EYC_SERGEANT "Sergeant", // sergeant
};
enum EyemanEnv {
0 EYE_NORMAL "Normal",
1 EYE_LAVA "Lava",
};
%{
// info structure
static EntityInfo eiEyemanBig = {
EIBT_FLESH, 140.0f,
0.0f, 1.4f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiEyemanSmall = {
EIBT_FLESH, 120.0f,
0.0f, 1.4f, 0.0f,
0.0f, 1.0f, 0.0f,
};
#define BITE_AIR 3.0f
#define HIT_GROUND 2.0f
#define FIRE_GROUND FLOAT3D(0.75f, 1.5f, -1.25f)
%}
class CEyeman : CEnemyFly {
name "Eyeman";
thumbnail "Thumbnails\\Eyeman.tbn";
properties:
1 enum EyemanChar m_EecChar "Character" 'C' = EYC_SOLDIER, // character
2 BOOL m_bInvisible "Invisible" 'I'=FALSE,
3 enum EyemanEnv m_eeEnv "Environment" 'E' = EYE_NORMAL,
4 BOOL m_bMumbleSoundPlaying = FALSE,
5 CSoundObject m_soMumble,
components:
0 class CLASS_BASE "Classes\\EnemyFly.ecl",
1 model MODEL_EYEMAN "Models\\Enemies\\Eyeman\\Eyeman.mdl",
2 texture TEXTURE_EYEMAN_SOLDIER "Models\\Enemies\\Eyeman\\Eyeman4.tex",
3 texture TEXTURE_EYEMAN_SERGEANT "Models\\Enemies\\Eyeman\\Eyeman5.tex",
5 texture TEXTURE_EYEMAN_LAVA "Models\\Enemies\\Eyeman\\Eyeman6.tex",
4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Eyeman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Eyeman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Eyeman\\Sounds\\Wound.wav",
53 sound SOUND_BITE "Models\\Enemies\\Eyeman\\Sounds\\Bite.wav",
54 sound SOUND_PUNCH "Models\\Enemies\\Eyeman\\Sounds\\Punch.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Eyeman\\Sounds\\Death.wav",
56 sound SOUND_MUMBLE "Models\\Enemies\\Eyeman\\Sounds\\Mumble.wav",
/*
60 model MODEL_EYEMAN_BODY "Models\\Enemies\\Eyeman\\Debris\\Torso.mdl",
61 model MODEL_EYEMAN_HAND "Models\\Enemies\\Eyeman\\Debris\\Arm.mdl",
62 model MODEL_EYEMAN_LEGS "Models\\Enemies\\Eyeman\\Debris\\Leg.mdl",
*/
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
if (m_bInAir) {
str.PrintF(TRANS("A Gnaar bit %s to death"), strPlayerName);
} else {
str.PrintF(TRANS("%s was beaten up by a Gnaar"), strPlayerName);
}
return str;
}
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_BITE );
PrecacheSound(SOUND_PUNCH);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_MUMBLE);
};
/* Entity info */
void *GetEntityInfo(void) {
if (m_EecChar==EYC_SERGEANT) {
return &eiEyemanBig;
} else {
return &eiEyemanSmall;
}
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// eyeman can't harm eyeman
if (!IsOfClass(penInflictor, "Eyeman")) {
CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
// if died of chainsaw
if (dmtType==DMT_CHAINSAW && GetHealth()<=0) {
// must always blowup
m_fBlowUpAmount = 0;
}
}
};
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
CEnemyBase::FillEntityStatistics(pes);
switch(m_EecChar) {
case EYC_SERGEANT: { pes->es_strName+=" Sergeant"; } break;
case EYC_SOLDIER : { pes->es_strName+=" Soldier"; } break;
}
if (m_bInvisible) {
pes->es_strName+=" Invisible";
}
return TRUE;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmSergeant, "Data\\Messages\\Enemies\\EyemanGreen.txt");
static DECLARE_CTFILENAME(fnmSoldier , "Data\\Messages\\Enemies\\EyemanPurple.txt");
switch(m_EecChar) {
default: ASSERT(FALSE);
case EYC_SERGEANT: return fnmSergeant;
case EYC_SOLDIER : return fnmSoldier;
}
};
/* Adjust model shading parameters if needed. */
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
// no shadows for invisibles
if (m_bInvisible) {
colAmbient = C_WHITE;
return FALSE;
} else {
return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
}
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
DeactivateMumblingSound();
INDEX iAnim;
if (m_bInAir) {
switch (IRnd()%2) {
case 0: iAnim = EYEMAN_ANIM_MORPHWOUND01; break;
case 1: iAnim = EYEMAN_ANIM_MORPHWOUND02; break;
default: ASSERTALWAYS("Eyeman unknown fly damage");
}
} else {
FLOAT3D vFront;
GetHeadingDirection(0, vFront);
FLOAT fDamageDir = m_vDamage%vFront;
if (Abs(fDamageDir)<=10) {
switch (IRnd()%3) {
case 0: iAnim = EYEMAN_ANIM_WOUND03; break;
case 1: iAnim = EYEMAN_ANIM_WOUND06; break;
case 2: iAnim = EYEMAN_ANIM_WOUND07; break;
}
} else {
if (fDamageDir<0) {
iAnim = EYEMAN_ANIM_FALL01;
} else {
iAnim = EYEMAN_ANIM_FALL02;
}
}
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
DeactivateMumblingSound();
INDEX iAnim;
if (m_bInAir) {
iAnim = EYEMAN_ANIM_MORPHDEATH;
} else {
FLOAT3D vFront;
GetHeadingDirection(0, vFront);
FLOAT fDamageDir = m_vDamage%vFront;
if (fDamageDir<0) {
iAnim = EYEMAN_ANIM_DEATH02;
} else {
iAnim = EYEMAN_ANIM_DEATH01;
}
}
StartModelAnim(iAnim, 0);
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==EYEMAN_ANIM_DEATH01)
{
vStretch=FLOAT3D(1,1,1)*0.75f;
return 0.5f;
}
else if(GetModelObject()->GetAnim()==EYEMAN_ANIM_DEATH02)
{
vStretch=FLOAT3D(1,1,1)*0.75f;
return 0.5f;
}
else if(GetModelObject()->GetAnim()==EYEMAN_ANIM_MORPHDEATH)
{
vStretch=FLOAT3D(1,1,1)*1.0f;
return 0.5f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// mumbling sounds
void ActivateMumblingSound(void)
{
if (!m_bMumbleSoundPlaying) {
PlaySound(m_soMumble, SOUND_MUMBLE, SOF_3D|SOF_LOOP);
m_bMumbleSoundPlaying = TRUE;
}
}
void DeactivateMumblingSound(void)
{
m_soMumble.Stop();
m_bMumbleSoundPlaying = FALSE;
}
// virtual anim functions
void StandingAnim(void) {
DeactivateMumblingSound();
if (m_bInAir) {
StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(EYEMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
}
};
void WalkingAnim(void) {
ActivateMumblingSound();
if (m_bInAir) {
StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(EYEMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
}
};
void RunningAnim(void) {
ActivateMumblingSound();
if (m_bInAir) {
StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
}
};
void RotatingAnim(void) {
if (m_bInAir) {
StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
}
};
FLOAT AirToGroundAnim(void) {
StartModelAnim(EYEMAN_ANIM_MORPHUP, 0);
return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHUP));
};
FLOAT GroundToAirAnim(void) {
StartModelAnim(EYEMAN_ANIM_MORPHDOWN, 0);
return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHDOWN));
};
void ChangeCollisionToAir() {
ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_AIR);
};
void ChangeCollisionToGround() {
ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_GROUND);
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
/************************************************************
* BLOW UP FUNCTIONS *
************************************************************/
// spawn body parts
/*void BlowUp(void)
{
// get your size
FLOATaabbox3D box;
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm();
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 0.75f;
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
INDEX iTextureID = TEXTURE_EYEMAN_SOLDIER;
if (m_EecChar==EYC_SERGEANT)
{
iTextureID = TEXTURE_EYEMAN_SERGEANT;
}
Debris_Spawn(this, this, MODEL_EYEMAN_BODY, iTextureID, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_EYEMAN_LEGS, iTextureID, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
// hide yourself (must do this after spawning debris)
SwitchToEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
};*/
/************************************************************
* MOVING FUNCTIONS *
************************************************************/
// check whether may move while attacking
BOOL MayMoveToAttack(void)
{
if (m_bInAir) {
return WouldNotLeaveAttackRadius();
} else {
return CEnemyBase::MayMoveToAttack();
}
}
// must be more relaxed about hitting then usual enemies
BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) {
if (IsInPlaneFrustum(penTarget, fCosAngle)) {
return IsVisibleCheckAll(penTarget);
}
return FALSE;
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
FlyHit(EVoid) : CEnemyFly::FlyHit {
if (CalcDist(m_penEnemy) > BITE_AIR) {
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
}
StartModelAnim(EYEMAN_ANIM_MORPHATTACK, 0);
StopMoving();
PlaySound(m_soSound, SOUND_BITE, SOF_3D);
// damage enemy
autowait(0.4f);
// damage enemy
if (CalcDist(m_penEnemy) < BITE_AIR) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.SafeNormalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
// spawn blood cloud
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_BLOODEXPLODE;
eSpawnEffect.vStretch = FLOAT3D(1,1,1);
CPlacement3D plOne = GetPlacement();
GetEntityPointRatio(
FLOAT3D(Lerp(-0.2f, +0.2f, FRnd()), Lerp(-0.2f, +0.2f, FRnd()), -1.0f),
plOne.pl_PositionVector);
CEntityPointer penBloodCloud = CreateEntity( plOne, CLASS_BASIC_EFFECT);
penBloodCloud->Initialize( eSpawnEffect);
}
autowait(0.24f);
StandingAnim();
return EReturn();
};
GroundHit(EVoid) : CEnemyFly::GroundHit {
if (CalcDist(m_penEnemy) > HIT_GROUND) {
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
}
StartModelAnim(EYEMAN_ANIM_ATTACK02, 0);
StopMoving();
// damage enemy
autowait(0.2f);
// damage enemy
if (CalcDist(m_penEnemy) < HIT_GROUND) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.SafeNormalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
}
autowait(0.3f);
// damage enemy
if (CalcDist(m_penEnemy) < HIT_GROUND) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.SafeNormalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
}
autowait(0.4f);
StandingAnim();
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
if (m_EecChar==EYC_SERGEANT) {
SetHealth(90.0f);
m_fMaxHealth = 90.0f;
// damage/explode properties
m_fBlowUpAmount = 130.0f;
m_fBodyParts = 5;
m_fBlowUpSize = 2.5f;
m_fDamageWounded = 40.0f;
} else {
SetHealth(60.0f);
m_fMaxHealth = 60.0f;
// damage/explode properties
m_fBlowUpAmount = 100.0f;
m_fBodyParts = 5;
m_fBlowUpSize = 2.0f;
m_fDamageWounded = 25.0f;
}
en_fDensity = 2000.0f;
if (m_EeftType == EFT_GROUND_ONLY) {
en_tmMaxHoldBreath = 5.0f;
} else {
en_tmMaxHoldBreath = 30.0f;
}
// set your appearance
SetModel(MODEL_EYEMAN);
if (m_EecChar==EYC_SERGEANT) {
SetModelMainTexture(TEXTURE_EYEMAN_SERGEANT);
GetModelObject()->StretchModel(FLOAT3D(1.3f, 1.3f, 1.3f));
ModelChangeNotify();
m_iScore = 1000;
} else {
m_iScore = 500;
if (m_eeEnv == EYE_LAVA) {
SetModelMainTexture(TEXTURE_EYEMAN_LAVA);
} else {
SetModelMainTexture(TEXTURE_EYEMAN_SOLDIER);
}
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
ModelChangeNotify();
}
if (m_bInvisible) {
GetModelObject()->mo_colBlendColor = C_WHITE|0x25;
m_iScore*=2;
}
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = FRnd()*10.0f + 500.0f;
if (m_EecChar==EYC_SERGEANT) {
m_fAttackRunSpeed = FRnd()*2.0f + 10.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
m_fCloseRunSpeed = FRnd()*2.0f + 10.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
} else {
m_fAttackRunSpeed = FRnd()*2.0f + 9.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
m_fCloseRunSpeed = FRnd()*2.0f + 9.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
}
// setup attack distances
m_fAttackDistance = 100.0f;
m_fCloseDistance = 3.5f;
m_fStopDistance = 1.5f;
m_fAttackFireTime = 2.0f;
m_fCloseFireTime = 0.5f;
m_fIgnoreRange = 200.0f;
// fly moving properties
m_fFlyWalkSpeed = FRnd()*2.0f + 3.0f;
m_aFlyWalkRotateSpeed = FRnd()*20.0f + 600.0f;
if (m_EecChar==EYC_SERGEANT) {
m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f;
m_aFlyAttackRotateSpeed = FRnd()*25 + 350.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f;
m_aFlyCloseRotateSpeed = FRnd()*50 + 400.0f;
} else {
m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f;
m_aFlyAttackRotateSpeed = FRnd()*25 + 300.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f;
m_aFlyCloseRotateSpeed = FRnd()*50 + 300.0f;
}
m_fGroundToAirSpeed = 2.5f;
m_fAirToGroundSpeed = 2.5f;
m_fAirToGroundMin = 0.1f;
m_fAirToGroundMax = 0.1f;
m_fFlyHeight = 1.0f;
// attack properties - CAN BE SET
m_fFlyAttackDistance = 100.0f;
m_fFlyCloseDistance = 10.0f;
m_fFlyStopDistance = 1.5f;
m_fFlyAttackFireTime = 2.0f;
m_fFlyCloseFireTime = 0.5f;
m_fFlyIgnoreRange = 200.0f;
m_soMumble.Set3DParameters(25.0f, 0.0f, 1.0f, 1.0f);
// continue behavior in base class
jump CEnemyFly::MainLoop();
};
};