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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Enemies
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chot.hxx
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Text File
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1999-11-29
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8KB
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251 lines
Actor(chot)
{
file(chotHeader);
rank(_RankSergeantM);
startstate(statenormal);
// startaction(chotidle);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
//XXXMsika, all this crap should go into copai.hxx, so the states are treated the same for all classes
if(VAIState==_AIstateChotEat && VAICon!=0)
{
if(Vaction!=ChotStandUpFromEat && Vaction!=ChotWalk)
{
spawnaction(ChotEatCop);
}
if(Vaction==ChotEatCop)
{
if(VFrame>=25 && VFrame<=28 && VRnd<50)
{
spawnparticle(fx_bloodspurt,3,emptyvector,emptyvector,-1); //3 is throat
spawnparticle(fx_bloodspray,3,emptyvector,emptyvector,-1);
spawnparticle(fx_blood,3,emptyvector,emptyvector,-1);
spawnparticle(fx_blood,3,emptyvector,emptyvector,-1);
}
}
}
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chothung)
{
file(Chot2Header);
rank(_RankSergeantM);
if(vactivetime==0)
{
call(AIChangeClass,_AIClassWorker);
}
ActorFlag(_or,_AFLAGnopossesion|_AFLAGnolinkup);
startstate(statenormal);
startaction(ChotPunchingBagIdle);
/*
vector(_set,gactorpos,2,15,0);
vector(_set,gactorine,-45,200,40);
spawnparticle(fx_chain,8,gactorpos,gactorine,-1);
vector(_set,gactorpos,2,15,0);
vector(_set,gactorine,-45,215,40);
spawnparticle(fx_chain,8,gactorpos,gactorine,fx_chain2);
*/
if(VHealth<=0)
{
Direction(_clr,_DIRalive);
State(_or,StateDead);
}
if(Vaction==ChotPunchingBagPunched)
{
if(VFrame==1)
{
if(VTrigger==_DIRalive)
{
sample(SFXChotPainOuch,-1);
}
spawnparticle(fx_bloodspurt,1,emptyvector,emptyvector,-1);
spawnparticle(fx_bloodspray,1,emptyvector,emptyvector,-1);
spawnparticle(fx_blood,1,emptyvector,emptyvector,-1);
spawnparticle(fx_blood,1,emptyvector,emptyvector,-1);
}
}
if(VTrigger==_DIRalive && VTrigger==_DIRactorbulletcol && VACtion!=ChotPunchingBagShot)
{
spawnaction(ChotPunchingBagShot);
}
//need a check for depossession - Only action possible if possessed
//need a check on bullet collision - dies instantly -> need Gabe to do a hanged-death animation
callsub(BackGroundTriggerChecks);
}
Actor(chot2sp)
{
file(chotHeader);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//startaction(chotidle);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chot3ct)
{
file(chotHeader);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chot4ot)
{
file(chotHeader);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chotMOT) // Chot w/ mask and open trench
{
file(ChotMOTHeader);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chotCT) // chot w/ closed trench
{
file(ChotCTHeader);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chot2)
{
file(Chot2Header);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(chot5)
{
file(Chot5Header);
rank(_RankSergeantM);
startstate(statenormal);
startaction(copidleNoGun);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}