📄 nightmare.h
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// ----------------------------------------------------------------------- //
//
// MODULE : Nightmare.h
//
// PURPOSE : Nightmare header
//
// CREATED : 12/15/97
//
// ----------------------------------------------------------------------- //
#ifdef _ADD_ON
#ifndef __Nightmare_AI_H__
#define __Nightmare_AI_H__
#include "cpp_engineobjects_de.h"
#include "AI_Mgr.h"
#include "InventoryMgr.h"
//number of each type of sounds available
#define NUM_NIT_DEATH 3
#define NUM_NIT_FEAR 2
#define NUM_NIT_IDLE 3
#define NUM_NIT_PAIN 3
#define NUM_NIT_BATTLE_CRY 3
#define NUM_NIT_SPOT 3
#define NUM_NIT_ATTACK 3
class Nightmare : public AI_Mgr
{
public :
Nightmare();
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
DDWORD ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead);
private :
void PostPropRead(ObjectCreateStruct *pStruct);
DBOOL InitialUpdate(DVector *pMovement);
void ComputeState(int nStimType = -1);
void MC_Fire_Stand();
void AI_STATE_AttackClose();
void AI_STATE_AttackFar();
void AI_STATE_Idle();
void CacheFiles();
//keep only one copy per AI of animations
static DBOOL m_bLoadAnims;
static CAnim_Sound m_Anim_Sound;
DFLOAT m_fFullHealth;
DBOOL m_bCreateHealth;
DBOOL m_bShockwave;
};
#endif // __Nightmare_AI_H__
#endif // _ADD_ON
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