📄 enhancedgideon.h
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// ----------------------------------------------------------------------- //
//
// MODULE : EnhancedGideon.h
//
// PURPOSE : EnhancedGideon AI - Definition
//
// CREATED : 10/1/98
//
// ----------------------------------------------------------------------- //
#ifndef __ENHANCEDGIDEON_H__
#define __ENHANCEDGIDEON_H__
#include "cpp_engineobjects_de.h"
#include "AI_Mgr.h"
#include "InventoryMgr.h"
#define GIDEON_RISE 0
#define GIDEON_FALL 1
#define GIDEON_STOP 2
#define MC_FADEOUT 101
class EnhancedGideon : public AI_Mgr
{
public :
EnhancedGideon();
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
DDWORD ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead);
DBOOL Fire(DBOOL bAltFire = DFALSE);
private :
void PostPropRead(ObjectCreateStruct *pStruct);
DBOOL InitialUpdate(DVector *pMovement);
static DBOOL m_bLoadAnims;
void MC_Dodge_Left();
void MC_Dodge_Right();
void ComputeState(int nStimType = -1);
void MC_Fire_Stand();
void MC_Extra(const char *pszText);
void MC_FadeOut();
void MC_Walk();
void MC_Run();
void Script_Walk();
void Script_Run();
void AI_STATE_AttackClose();
void AI_STATE_AttackFar();
void AI_STATE_Teleport();
void AI_STATE_Special1();
void AI_STATE_Recoil() { SetNewState(STATE_Special1); };
void AI_STATE_Script();
void MagicPowerup();
void CacheFiles();
void Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags);
void Load(HMESSAGEREAD hRead, DDWORD dwLoadFloats);
//keep only one copy per AI of animations
static CAnim_Sound m_Anim_Sound;
char m_szFireNode[64];
DFLOAT m_fShieldDuration;
DFLOAT m_fLastShield;
DFLOAT m_fFullHealth;
DFLOAT m_fLastPanic;
DBOOL m_bCreateHealth;
DBOOL m_bNoFire;
};
#endif // __EnhancedGideon_H__
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