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09988b65e3
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@ -1,2 +1,2 @@
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Idle
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Move
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@ -29,6 +29,35 @@
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void CNpcDustDevilEnemy::postInit()
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{
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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m_fadeVal = 128;
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m_fadeOut = false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcDustDevilEnemy::render()
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{
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SprFrame = NULL;
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if ( m_isActive )
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{
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CEnemyThing::render();
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
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setSemiTrans( SprFrame, true );
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m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, 4096, 4096 );
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setRGB0( SprFrame, m_fadeVal, m_fadeVal, m_fadeVal );
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sBBox boundingBox = m_actorGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -57,73 +86,88 @@ void CNpcDustDevilEnemy::processMovement( int _frames )
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m_animNo = m_data[m_type].moveAnim;
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}
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// ignore y component of waypoint, since we are stuck to the ground
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if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
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if ( m_fadeOut )
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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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m_fadeVal -= _frames * 12;
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if ( pathComplete )
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if ( m_fadeVal < 0 )
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{
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m_npcPath.resetPath();
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Pos = m_base;
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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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groundHeight = CGameScene::getCollision()->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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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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m_fadeOut = false;
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m_fadeVal = 128;
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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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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
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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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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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m_npcPath.incPath();
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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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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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if ( pathComplete )
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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_speed * _frames;
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moveY = groundHeight;
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m_fadeOut = true;
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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 = CGameScene::getCollision()->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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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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else
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{
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// check for collision
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processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
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distX = distX / abs( distX );
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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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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}
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else
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{
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// check for vertical movement
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groundHeight = CGameScene::getCollision()->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_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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processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -18,10 +18,15 @@ class CNpcDustDevilEnemy : public CNpcEnemy
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{
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public:
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void postInit();
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void render();
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u8 canCollideWithEnemy() {return( false );}
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protected:
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s32 getFrameShift( int _frames );
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void processMovement( int _frames );
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void processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange );
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s16 m_fadeVal;
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u8 m_fadeOut;
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};
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#endif
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@ -123,8 +123,8 @@ CNpcEnemy::NPC_DATA CNpcEnemy::m_data[NPC_UNIT_TYPE_MAX] =
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false,
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3,
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2048,
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DETECT_NO_COLLISION,
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DAMAGE__NONE,
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DETECT_ALL_COLLISION,
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DAMAGE__HIT_ENEMY,
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1,
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ANIM_DUSTDEVIL_TWIST,
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NPC_SHOT_GENERIC,
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@ -133,7 +133,7 @@ CNpcEnemy::NPC_DATA CNpcEnemy::m_data[NPC_UNIT_TYPE_MAX] =
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false,
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false,
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false,
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true,
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false,
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CSoundMediator::NUM_SFXIDS,
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CSoundMediator::NUM_SFXIDS,
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false,
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@ -699,7 +699,7 @@ CNpcEnemy::NPC_DATA CNpcEnemy::m_data[NPC_UNIT_TYPE_MAX] =
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DETECT_ALL_COLLISION,
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DAMAGE__HIT_ENEMY,
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1,
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ANIM_GHOST_MOVE,
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ANIM_GHOST_IDLE,
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NPC_SHOT_GENERIC,
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0,
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0,
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