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@ -27,10 +27,18 @@
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#include "player\player.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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#ifndef __ANIM_SHARKMAN_HEADER__
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#include <ACTOR_SHARKMAN_ANIM.h>
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#endif
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@ -39,6 +47,9 @@
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#define ANIM_SHARKMAN_KICK_SAND ANIM_SHARKMAN_IDLE1_
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#define ANIM_SHARKMAN_PUSHUPS ANIM_SHARKMAN_IDLE1_
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSharkManEnemy::processMovement( int _frames )
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{
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s32 moveX = 0, moveY = 0;
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@ -124,7 +135,48 @@ void CNpcSharkManEnemy::processMovement( int _frames )
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processMovementModifier( _frames, moveX, moveY, 0, 0 );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSharkManEnemy::processClose( int _frames )
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{
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if ( m_animNo != ANIM_SHARKMAN_RUN )
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{
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m_animPlaying = true;
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m_animNo = ANIM_SHARKMAN_RUN;
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m_frame = 0;
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}
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else if ( !m_animPlaying )
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{
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// anim finished, fire
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DVECTOR newPos = Pos;
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newPos.vy -= 50;
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s32 xDist, yDist;
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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xDist = playerPos.vx - newPos.vx;
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yDist = playerPos.vy - newPos.vy;
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s16 heading = ratan2( yDist, xDist ) & 4095;
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CProjectile *projectile;
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projectile = new( "shark man projectile" ) CProjectile;
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projectile->init( newPos, heading );
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projectile->setGraphic( FRM__LIGHTNING2 );
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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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m_animNo = m_data[m_type].moveAnim;
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m_animPlaying = true;
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m_frame = 0;
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}
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}
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/*void CNpcSharkManEnemy::processClose( int _frames )
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{
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s32 moveX = 0, moveY = 0;
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s32 groundHeight;
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@ -222,4 +274,4 @@ void CNpcSharkManEnemy::processClose( int _frames )
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_animNo = m_data[m_type].moveAnim;
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}
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}
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}*/
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