2019-12-05 17:35:57 +01:00
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#include "../newobjects.h"
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#include "../../Game/Box.h"
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#include "../../Game/people.h"
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2019-11-24 17:01:13 +01:00
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BITE_INFO mercUziBite = { 0, 150, 19, 17 };
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BITE_INFO mercAutoPistolBite = { 0, 230, 9, 17 };
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2019-12-02 14:49:19 +01:00
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void MercenaryUziControl(short itemNum)
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2019-11-24 17:01:13 +01:00
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* mc1;
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AI_INFO info;
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short angle, head_y, head_x, torso_y, torso_x, tilt;
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item = &Items[itemNum];
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mc1 = (CREATURE_INFO*)item->data;
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angle = head_y = head_x = torso_y = torso_x = tilt = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 13)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 14;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 13;
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}
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, TIMID);
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CreatureMood(item, &info, TIMID);
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angle = CreatureTurn(item, mc1->maximumTurn);
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switch (item->currentAnimState)
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{
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case 1:
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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mc1->maximumTurn = 0;
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if (mc1->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 2;
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}
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else if (Targetable(item, &info))
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{
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if (info.distance > 0x400000)
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{
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item->goalAnimState = 2;
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}
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if (GetRandomControl() >= 0x2000)
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{
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if (GetRandomControl() >= 0x4000)
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item->goalAnimState = 11;
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else
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item->goalAnimState = 7;
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}
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else
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{
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item->goalAnimState = 5;
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}
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}
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else
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{
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if (mc1->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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else if (!info.ahead)
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{
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item->goalAnimState = 2;
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}
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else
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{
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item->goalAnimState = 1;
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}
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}
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break;
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case 2:
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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mc1->maximumTurn = ANGLE(7);
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if (mc1->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 3;
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}
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else if (Targetable(item, &info))
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{
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if (info.distance <= 0x400000 || info.zoneNumber != info.enemyZone)
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{
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item->goalAnimState = 1;
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}
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else
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{
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item->goalAnimState = 12;
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}
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}
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else if (mc1->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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else
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{
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if (info.ahead)
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{
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item->goalAnimState = 2;
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}
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else
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{
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item->goalAnimState = 1;
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}
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}
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break;
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case 3:
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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mc1->maximumTurn = ANGLE(10);
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tilt = (angle / 3);
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if (mc1->mood != ESCAPE_MOOD)
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{
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if (Targetable(item, &info))
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{
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item->goalAnimState = 1;
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}
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else if (mc1->mood == BORED_MOOD)
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{
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item->goalAnimState = 2;
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}
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}
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break;
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case 5:
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case 7:
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case 8:
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case 9:
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mc1->maximumTurn = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (!ShotLara(item, &info, &mercUziBite, torso_y, 8))
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item->goalAnimState = 1;
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// TODO: item->fired_weapon = 1; for Mercenary Uzi (Include stateid 10 & 14)
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if (info.distance < 0x400000)
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item->goalAnimState = 1;
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break;
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case 10:
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case 14:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (!ShotLara(item, &info, &mercUziBite, torso_y, 8))
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item->goalAnimState = 1;
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// item->fired_weapon = 1;
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if (info.distance < 0x400000)
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item->goalAnimState = 2;
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break;
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}
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, torso_y);
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CreatureJoint(item, 1, torso_x);
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CreatureJoint(item, 2, head_y);
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CreatureJoint(item, 3, head_x);
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CreatureAnimation(itemNum, angle, tilt);
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}
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2019-12-02 14:49:19 +01:00
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void MercenaryAutoPistolControl(short itemNum)
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2019-11-24 17:01:13 +01:00
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* mc2;
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AI_INFO info;
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short angle, head_y, head_x, torso_y, torso_x, tilt;
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item = &Items[itemNum];
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mc2 = (CREATURE_INFO*)item->data;
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angle = head_y = head_x = torso_y = torso_x = tilt = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 11)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 9;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 11;
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}
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, mc2->maximumTurn);
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switch (item->currentAnimState)
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{
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case 2:
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mc2->maximumTurn = 0;
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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if (mc2->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 4;
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}
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else if (Targetable(item, &info))
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{
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if (info.distance <= 0x400000)
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{
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if (GetRandomControl() >= 0x2000)
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{
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if (GetRandomControl() >= 0x4000)
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item->goalAnimState = 5;
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else
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item->goalAnimState = 8;
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}
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else
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{
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item->goalAnimState = 7;
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}
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}
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else
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{
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item->goalAnimState = 3;
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}
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}
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else
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{
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if (mc2->mood == ATTACK_MOOD)
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item->goalAnimState = 4;
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if (!info.ahead || GetRandomControl() < 0x100)
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item->goalAnimState = 3;
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}
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break;
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case 3:
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mc2->maximumTurn = ANGLE(7);
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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if (mc2->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 4;
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}
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else if (Targetable(item, &info))
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{
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if (info.distance < 0x400000 || info.zoneNumber == info.enemyZone || GetRandomControl() < 1024)
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item->goalAnimState = 2;
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else
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item->goalAnimState = 1;
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}
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else if (mc2->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 4;
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}
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else if (info.ahead && GetRandomControl() < 1024)
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{
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item->goalAnimState = 2;
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}
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break;
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case 4:
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mc2->maximumTurn = ANGLE(10);
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tilt = (angle / 3);
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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if (mc2->mood != ESCAPE_MOOD && (mc2->mood == ESCAPE_MOOD || Targetable(item, &info)))
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item->goalAnimState = 2;
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break;
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case 1:
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case 5:
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case 6:
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mc2->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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break;
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case 7:
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case 8:
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case 13:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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if (!mc2->flags)
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{
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if (GetRandomControl() < 0x2000)
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item->goalAnimState = 2;
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ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50);
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// TODO: item->fired_weapon = 1; include 9 and 10
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mc2->flags = 1;
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}
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}
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else
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{
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item->goalAnimState = 2;
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}
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break;
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case 9:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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if (info.distance < 0x400000)
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item->goalAnimState = 3;
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if (mc2->flags != 1)
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{
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if (!ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50))
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item->goalAnimState = 3;
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//item->firedWeapon = 1;
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mc2->flags = 1;
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}
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}
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else
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{
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item->goalAnimState = 3;
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}
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break;
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case 12:
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mc2->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (Targetable(item, &info))
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item->goalAnimState = 13;
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else
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item->goalAnimState = 2;
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break;
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case 10:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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if (info.distance < 0x400000)
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item->goalAnimState = 3;
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if (mc2->flags != 2)
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{
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if (!ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50))
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item->goalAnimState = 3;
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//item->firedWeapon = 1;
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mc2->flags = 2;
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}
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}
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else
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{
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item->goalAnimState = 3;
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}
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break;
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}
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, torso_y);
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CreatureJoint(item, 1, torso_x);
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CreatureJoint(item, 2, head_y);
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CreatureJoint(item, 3, head_x);
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CreatureAnimation(itemNum, angle, tilt);
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}
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