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@ -167,6 +167,7 @@ void CNpcSeaSnakeEnemy::postInit()
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m_collTimer = 0;
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m_meterOn=false;
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m_turnDir = 0;
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m_waitTimer = 0;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -250,159 +251,167 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
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}
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}
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switch( m_turnDir )
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if ( m_waitTimer > 0 )
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{
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case NPC_SEA_SNAKE_CIRCLE_CLOCKWISE:
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m_waitTimer -= _frames;
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}
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else
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{
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switch( m_turnDir )
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{
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m_circleHeading += m_data[m_type].turnSpeed;
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if ( m_circleHeading > 4096 )
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case NPC_SEA_SNAKE_CIRCLE_CLOCKWISE:
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{
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_circleHeading += m_data[m_type].turnSpeed;
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = _frames * m_speed * rcos( m_heading );
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s32 preShiftY = _frames * m_speed * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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case NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE:
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{
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m_circleHeading -= m_data[m_type].turnSpeed;
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if ( m_circleHeading < -4096 )
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{
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = _frames * m_speed * rcos( m_heading );
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s32 preShiftY = _frames * m_speed * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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default:
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{
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DVECTOR waypointPos;
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// waypoint is either start or end waypoint
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s32 distX, distY;
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distX = waypointPos.vx - Pos.vx;
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distY = waypointPos.vy - Pos.vy;
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if( !distX && !distY )
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if ( m_circleHeading > 4096 )
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{
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if ( isSnakeStopped() )
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = _frames * m_speed * rcos( m_heading );
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s32 preShiftY = _frames * m_speed * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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case NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE:
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{
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m_circleHeading -= m_data[m_type].turnSpeed;
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if ( m_circleHeading < -4096 )
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{
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = _frames * m_speed * rcos( m_heading );
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s32 preShiftY = _frames * m_speed * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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default:
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{
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DVECTOR waypointPos;
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// waypoint is either start or end waypoint
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s32 distX, distY;
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distX = waypointPos.vx - Pos.vx;
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distY = waypointPos.vy - Pos.vy;
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if( !distX && !distY )
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{
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m_npcPath.incPath();
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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if ( isSnakeStopped() )
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{
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// if next waypoint is ALSO a start/end waypoint, teleport directly to it
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moveEntireSnake( waypointPos );
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oldPos.vx = waypointPos.vx;
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oldPos.vy = waypointPos.vy;
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// increment path
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m_npcPath.incPath();
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// point snake in correct direction
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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m_heading = ratan2( waypointPos.vy - Pos.vy, waypointPos.vx - Pos.vx ) & 4095;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// if next waypoint is ALSO a start/end waypoint, teleport directly to it
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moveEntireSnake( waypointPos );
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m_waitTimer = 3 * GameState::getOneSecondInFrames();
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oldPos.vx = waypointPos.vx;
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oldPos.vy = waypointPos.vy;
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// increment path
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m_npcPath.incPath();
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// point snake in correct direction
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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m_heading = ratan2( waypointPos.vy - Pos.vy, waypointPos.vx - Pos.vx ) & 4095;
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}
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}
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}
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else
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{
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processGenericGotoTarget( _frames, distX, distY, m_speed );
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}
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}
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else
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{
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processGenericGotoTarget( _frames, distX, distY, m_speed );
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}
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}
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else
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{
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if ( processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ) )
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{
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// path has changed
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DVECTOR newWaypointPos;
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m_npcPath.getCurrentWaypointPos( &newWaypointPos );
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newWaypointPos.vy -= 8;
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if ( newWaypointPos.vy == waypointPos.vy )
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if ( processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ) )
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{
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int testDir = newWaypointPos.vx - waypointPos.vx;
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// path has changed
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if ( testDir > 0 && testDir <= 16 )
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DVECTOR newWaypointPos;
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m_npcPath.getCurrentWaypointPos( &newWaypointPos );
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newWaypointPos.vy -= 8;
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if ( newWaypointPos.vy == waypointPos.vy )
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{
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// clockwise
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int testDir = newWaypointPos.vx - waypointPos.vx;
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_CLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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}
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else if ( testDir < 0 && testDir >= -16 )
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{
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// anticlockwise
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if ( testDir > 0 && testDir <= 16 )
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{
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// clockwise
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_CLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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}
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else if ( testDir < 0 && testDir >= -16 )
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{
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// anticlockwise
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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}
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}
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}
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}
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}
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break;
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break;
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}
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}
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}
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@ -97,6 +97,7 @@ protected:
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u8 m_turnDir;
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s16 m_circleHeading;
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s16 m_origHeading;
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s32 m_waitTimer;
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};
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#endif
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