📄 naga.h
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// ----------------------------------------------------------------------- //
//
// MODULE : Naga.h
//
// PURPOSE : Naga header
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //
#ifndef __NAGA_H__
#define __NAGA_H__
#include "cpp_engineobjects_de.h"
#include "AI_Mgr.h"
#include "InventoryMgr.h"
#define MC_FADEIN 101
class Naga : public AI_Mgr
{
public :
Naga();
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
DDWORD ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead);
void SetNewState(int nState);
private :
void PostPropRead(ObjectCreateStruct *pStruct);
DBOOL InitialUpdate(DVector *pMovement);
void ComputeState(int nStimType = -1);
void MC_Fire_Stand();
void MC_Extra(const char *lpszParam = DNULL);
void MC_FadeIn();
void MC_Dead();
// void MC_Turn();
// void MC_FaceTarget();
DBOOL Fire(DBOOL bAlt = DFALSE);
void AI_STATE_AttackClose();
void AI_STATE_AttackFar();
void AI_STATE_Passive() { SetNewState(STATE_Idle); };
void AI_STATE_Special1();
void CacheFiles();
void Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags);
void Load(HMESSAGEREAD hRead, DDWORD dwLoadFloats);
//keep only one copy per AI of animations
static DBOOL m_bLoadAnims;
static CAnim_Sound m_Anim_Sound;
HOBJECT m_hSpike;
HATTACHMENT m_hSpikeAttach;
int m_iCeilingWhomps;
DBOOL m_bTurning;
DFLOAT m_fRadsLeft;
DFLOAT m_fRadsTurned;
DFLOAT m_fFullHealth;
DBOOL m_bCreateHealth;
};
#endif // __NAGA_H__
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