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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_GARY;
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m_type = NPC_SKULL_STOMPER;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
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@ -116,23 +116,7 @@ void CNpc::init()
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case NPC_INIT_SKULL_STOMPER:
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{
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m_heading = m_fireHeading = 1024;
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m_npcPath.initPath();
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DVECTOR newPos;
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newPos.vx = 100;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 100;
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newPos.vy = 10;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( SINGLE_USE_PATH );
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m_extendDir = EXTEND_DOWN;
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break;
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}
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@ -533,7 +533,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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NPC_CLOSE_SKULL_STOMPER_ATTACK,
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NPC_TIMER_NONE,
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false,
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3,
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5,
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2048,
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false,
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DAMAGE__LAVA,
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@ -16,11 +16,11 @@
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#include "game\game.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#include "player\player.h"
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#endif
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@ -32,65 +32,57 @@ void CNpc::processCloseSkullStomperAttack( int _frames )
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}
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else
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{
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s32 velocity;
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bool pathComplete;
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bool waypointChange;
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s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange );
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s32 moveX, moveY;
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if ( waypointChange )
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if ( m_extendDir == EXTEND_DOWN )
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{
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if ( !pathComplete )
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if ( m_layerCollision->Get( Pos.vx >> 4, ( Pos.vy + ( m_data[m_type].speed * _frames ) ) >> 4 ) )
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{
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// colliding with ground
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s32 distY;
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s32 lastPointY = 0;
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for ( distY = 1 ; distY <= ( m_data[m_type].speed * _frames ) ; distY++ )
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{
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if ( m_layerCollision->Get( Pos.vx >> 4, ( Pos.vy + distY ) >> 4 ) )
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{
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break;
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}
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else
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{
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lastPointY++;
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}
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}
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Pos.vy += lastPointY;
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// pause and change direction
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m_timerTimer = GameState::getOneSecondInFrames();
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m_extendDir = EXTEND_UP;
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return;
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}
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}
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if ( pathComplete )
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{
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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_npcPath.resetPath();
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}
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else
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{
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s32 preShiftX;
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s32 preShiftY;
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m_heading = headingToTarget;
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if ( m_extendDir == EXTEND_DOWN )
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{
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preShiftX = _frames * 8 * rcos( m_heading );
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preShiftY = _frames * 8 * rsin( m_heading );
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}
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else
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{
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preShiftX = _frames * 2 * rcos( m_heading );
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preShiftY = _frames * 2 * rsin( m_heading );
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}
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// drop down
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moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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Pos.vy += m_data[m_type].speed * _frames;
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}
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}
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else
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{
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if ( m_base.vx - Pos.vx == 0 && m_base.vy - Pos.vy == 0 )
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{
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moveX = preShiftX / abs( preShiftX );
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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_npcPath.resetPath();
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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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}
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// return to original position
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Pos.vx += moveX;
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Pos.vy += moveY;
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processGenericGotoTarget( _frames, m_base.vx - Pos.vx, m_base.vy - Pos.vy, 1 );
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}
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}
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}
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}
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