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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-10 03:47:42 +00:00

Work on CSpacePirate

This commit is contained in:
Jack Andersen
2018-11-25 16:15:44 -10:00
parent 9c88971df6
commit e1fa938127
29 changed files with 1787 additions and 290 deletions

View File

@@ -17,14 +17,16 @@ namespace urde
enum class EListenNoiseType
{
Character,
Bomb,
Projectile
PlayerFire,
BombExplode,
ProjectileExplode
};
class CAiFuncMap;
class CStateManager;
class CScriptWater;
class CTeamAiRole;
class CAi : public CPhysicsActor
{
static CAiFuncMap* m_FuncMap;
@@ -52,12 +54,13 @@ public:
virtual void TakeDamage(const zeus::CVector3f& direction, float magnitude) {}
virtual bool CanBeShot(const CStateManager&, int) { return true; }
virtual bool IsListening() const { return false; }
virtual int Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
virtual bool Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
const CWeaponMode&, EProjectileAttrib) const;
void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
virtual zeus::CVector3f GetOrigin() const { return x34_transform.origin; }
virtual zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role) const
{ return x34_transform.origin; }
virtual void Patrol(CStateManager&, EStateMsg, float) {}
virtual void FollowPattern(CStateManager&, EStateMsg, float) {}
virtual void Dead(CStateManager&, EStateMsg, float) {}
@@ -116,7 +119,7 @@ public:
virtual bool InAttackPosition(CStateManager&, float) { return false; }
virtual bool Leash(CStateManager&, float) { return false; }
virtual bool OffLine(CStateManager&,float) { return false; }
virtual bool OffLine(CStateManager&, float) { return false; }
virtual bool Attacked(CStateManager&, float) { return false; }
virtual bool PathShagged(CStateManager&, float) { return false; }
virtual bool PathOver(CStateManager&, float) { return false; }
@@ -146,20 +149,20 @@ public:
virtual bool Stuck(CStateManager&, float) { return false; }
virtual bool NoPathNodes(CStateManager&, float) { return false; }
virtual bool Landed(CStateManager&, float) { return false; }
virtual bool HearShot(CStateManager&,float) { return false; }
virtual bool HearPlayer(CStateManager&,float) { return false; }
virtual bool HearShot(CStateManager&, float) { return false; }
virtual bool HearPlayer(CStateManager&, float) { return false; }
virtual bool CoverCheck(CStateManager&, float) { return false; }
virtual bool CoverFind(CStateManager&, float) { return false; }
virtual bool CoverBlown(CStateManager&, float) { return false; }
virtual bool CoverNearlyBlown(CStateManager&, float) { return false; }
virtual bool CoveringFire(CStateManager&, float) { return false; }
virtual bool GotUp(CStateManager&, float) { return false; }
virtual bool LineOfSight(CStateManager&,float) { return false; }
virtual bool LineOfSight(CStateManager&, float) { return false; }
virtual bool AggressionCheck(CStateManager&, float) { return false; }
virtual bool AttackOver(CStateManager&, float) { return false; }
virtual bool ShouldTaunt(CStateManager&,float) { return false; }
virtual bool Inside(CStateManager&,float) { return false; }
virtual bool ShouldFire(CStateManager&,float) { return false; }
virtual bool Inside(CStateManager&, float) { return false; }
virtual bool ShouldFire(CStateManager&, float) { return false; }
virtual bool ShouldFlinch(CStateManager&, float) { return false; }
virtual bool PatrolPathOver(CStateManager&, float) { return false; }
virtual bool ShouldDodge(CStateManager&, float) { return false; }