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@ -33,6 +33,7 @@ void CNpcRaftPlatform::postInit()
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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m_isActivated = false;
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m_isSinking = false;
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sBBox boundingBox = m_modelGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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@ -43,70 +44,100 @@ void CNpcRaftPlatform::postInit()
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void CNpcRaftPlatform::processMovement( int _frames )
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{
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s32 groundHeight;
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s32 maxHeight = 20;
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s32 distX, distY;
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s32 fallSpeed = 3;
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s8 yMovement = fallSpeed * _frames;
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s32 moveX = 0;
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s32 moveY = 0;
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if ( m_isActivated )
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{
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s32 maxHeight = 20;
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s32 distX, distY;
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s32 fallSpeed = 3;
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s8 yMovement = fallSpeed * _frames;
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s32 groundHeight;
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s32 moveX = 0;
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s32 moveY = 0;
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// ignore y component of waypoint, since we are stuck to the ground
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bool pathComplete;
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m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading );
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if ( pathComplete )
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if ( m_isSinking )
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{
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m_isActive = false;
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m_timer = getRnd() % ( 4 * GameState::getOneSecondInFrames() );
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m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
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m_isActivated = false;
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m_npcPath.resetPath();
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Pos.vy += _frames;
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy - 32 );
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if ( groundHeight <= 0 )
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{
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m_isActive = false;
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m_timer = getRnd() % ( 2 * GameState::getOneSecondInFrames() );
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m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
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m_isActivated = false;
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m_npcPath.resetPath();
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m_isSinking = false;
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}
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}
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else
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{
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// check for collision
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// ignore y component of waypoint, since we are stuck to the ground
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distX = distX / abs( distX );
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bool pathComplete;
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if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_data[m_type].speed * _frames ), Pos.vy ) < -maxHeight )
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m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading );
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if ( pathComplete )
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{
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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m_npcPath.incPath();
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m_isSinking = true;
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}
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else
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{
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// check for vertical movement
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// check for collision
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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distX = distX / abs( distX );
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if ( groundHeight <= yMovement )
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if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_data[m_type].speed * _frames ), Pos.vy ) < -maxHeight )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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moveX = distX * m_data[m_type].speed * _frames;
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moveY = groundHeight;
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m_npcPath.incPath();
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}
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else
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{
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// fall
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// check for vertical movement
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moveY = yMovement;
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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 = distX * m_data[m_type].speed * _frames;
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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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}
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}
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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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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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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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.vy += moveY;
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if ( m_contact )
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{
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m_isActivated = true;
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@ -26,6 +26,7 @@ protected:
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virtual void processMovement( int _frames );
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u8 m_isActivated;
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u8 m_isSinking;
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};
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#endif
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