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@ -99,11 +99,11 @@ void CNpc::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY )
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*distY = playerPos.vy - this->Pos.vy;
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}
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void CNpc::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY )
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void CNpc::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY, s32 *heading )
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{
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s32 maxHeight = 10;
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s32 distX, distY;
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s32 fallSpeed = 5;
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s32 fallSpeed = 2;
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s8 yMovement = fallSpeed * _frames;
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s32 groundHeight;
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@ -112,7 +112,7 @@ void CNpc::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY )
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// ignore y component of waypoint, since we are stuck to the ground
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if ( m_npcPath.think2D( Pos, &distX, &distY ) )
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if ( m_npcPath.think2D( Pos, &distX, &distY, heading ) )
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{
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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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@ -54,7 +54,7 @@ class CLayerCollision *CNpc::m_layerCollision;
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void CNpc::init()
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{
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m_type = NPC_FISH_FOLK;
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m_type = NPC_SHARK_MAN;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
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@ -723,7 +723,7 @@ void CNpc::processMovement(int _frames)
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case NPC_MOVEMENT_FIXED_PATH_WALK:
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{
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processGenericFixedPathWalk( _frames, &moveX, &moveY );
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processGenericFixedPathWalk( _frames, &moveX, &moveY, &m_heading );
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break;
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}
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@ -271,7 +271,7 @@ protected:
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void processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed );
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void processGenericGetUserDist( int _frames, s32 *distX, s32 *distY );
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void processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY );
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void processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY, s32 *heading );
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// small jellyfish functions
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@ -276,7 +276,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_PRICKLY_BUG
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NPC_INIT_DEFAULT,
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NPC_SENSOR_NONE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_NONE,
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NPC_CLOSE_NONE,
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NPC_TIMER_NONE,
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@ -346,7 +346,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_HERMIT_CRAB
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NPC_INIT_DEFAULT,
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NPC_SENSOR_NONE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_NONE,
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NPC_CLOSE_NONE,
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NPC_TIMER_NONE,
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@ -388,7 +388,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_SPIDER_CRAB
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NPC_INIT_DEFAULT,
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NPC_SENSOR_SPIDER_CRAB_USER_CLOSE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_NONE,
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NPC_CLOSE_SPIDER_CRAB_ATTACK,
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NPC_TIMER_NONE,
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@ -430,7 +430,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_ZOMBIE_FISH_FOLK
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NPC_INIT_FISH_FOLK,
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NPC_SENSOR_NONE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_FISH_FOLK,
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NPC_CLOSE_NONE,
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NPC_TIMER_NONE,
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@ -500,7 +500,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_SHARK_MAN
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NPC_INIT_DEFAULT,
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NPC_SENSOR_GENERIC_USER_VISIBLE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_NONE,
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NPC_CLOSE_SHARK_MAN_ATTACK,
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NPC_TIMER_NONE,
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@ -231,7 +231,7 @@ s32 CNpcPath::think( DVECTOR currentPos, bool *pathComplete, bool *waypointChang
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return( headingToTarget );
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}
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bool CNpcPath::think2D( DVECTOR currentPos, s32 *distX, s32 *distY )
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bool CNpcPath::think2D( DVECTOR currentPos, s32 *distX, s32 *distY, s32 *heading )
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{
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bool pointChange = false;
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@ -256,5 +256,14 @@ bool CNpcPath::think2D( DVECTOR currentPos, s32 *distX, s32 *distY )
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incPath();
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}
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if ( *distX > 0 )
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{
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*heading = 0;
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}
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else
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{
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*heading = 2048;
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}
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return( pointChange );
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}
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@ -52,7 +52,7 @@ public:
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void resetPath();
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void reversePathDir();
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s32 think( DVECTOR currentPos, bool *pathComplete, bool *waypointChange );
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bool think2D( DVECTOR currentPos, s32 *distX, s32 *distY );
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bool think2D( DVECTOR currentPos, s32 *distX, s32 *distY, s32 *heading );
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bool getDistToNextWaypoint( DVECTOR currentPos, s32 *distX, s32 *distY );
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};
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@ -27,34 +27,35 @@
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void CNpc::processCloseSpiderCrabAttack( int _frames )
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{
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s32 velocity;
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DVECTOR newPos = Pos;
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velocity = m_velocity * _frames;
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if ( m_extendDir == EXTEND_RIGHT )
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{
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Pos.vx += velocity;
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newPos.vx += velocity;
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m_heading = 0;
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}
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else
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{
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Pos.vx -= velocity;
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newPos.vx -= velocity;
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m_heading = 2048;
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}
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s32 horizontalExtension = abs( Pos.vx - m_base.vx );
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s32 horizontalExtension = abs( newPos.vx - m_base.vx );
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if ( horizontalExtension > 128 )
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{
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if ( m_extendDir == EXTEND_RIGHT )
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{
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Pos.vx = m_base.vx + 128;
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newPos.vx = m_base.vx + 128;
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}
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else
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{
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Pos.vx = m_base.vx - 128;
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newPos.vx = m_base.vx - 128;
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}
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Pos.vy = m_base.vy;
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newPos.vy = m_base.vy;
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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@ -63,6 +64,22 @@ void CNpc::processCloseSpiderCrabAttack( int _frames )
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}
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else
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{
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Pos.vy = m_base.vy - ( ( 20 * rsin( horizontalExtension << 4 ) ) >> 12 );
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newPos.vy = m_base.vy - ( ( 20 * rsin( horizontalExtension << 4 ) ) >> 12 );
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}
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// check for collision with ground
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if ( m_layerCollision->getHeightFromGround( newPos.vx, newPos.vy ) < 0 )
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{
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// abort jump
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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}
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else
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{
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Pos = newPos;
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}
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}
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@ -26,8 +26,13 @@
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void CNpc::processCloseSharkManAttack( int _frames )
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{
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s32 moveX, moveY;
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s32 moveX = 0, moveY = 0;
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s32 groundHeight;
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s16 decDir, incDir, moveDist;
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s32 direction;
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s32 maxHeight = 10;
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s32 fallSpeed = 2;
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s8 yMovement = fallSpeed * _frames;
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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@ -62,33 +67,48 @@ void CNpc::processCloseSharkManAttack( int _frames )
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{
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// continue charge
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if ( playerXDist < 0 )
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if ( playerXDist != 0 )
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{
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m_heading = 2048;
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direction = playerXDist / abs( playerXDist );
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}
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else
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{
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m_heading = 0;
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direction = 1;
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}
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s32 preShiftX = _frames * m_velocity * rcos( m_heading );
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s32 preShiftY = _frames * m_velocity * rsin( m_heading );
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moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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if ( m_layerCollision->getHeightFromGround( Pos.vx + ( _frames * m_velocity * direction ), Pos.vy ) < -maxHeight )
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{
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moveX = preShiftX / abs( preShiftX );
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// there is an obstacle in the way, abort
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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}
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moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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else
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{
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moveY = preShiftY / abs( preShiftY );
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// check for vertical movement
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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moveX = _frames * m_velocity * direction;
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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}
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}
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else
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{
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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