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https://github.com/scummvm/scummvm.git
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612 lines
16 KiB
C++
612 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptMutant1::AIScriptMutant1(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag = false;
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}
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void AIScriptMutant1::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_flag = 0;
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Actor_Put_In_Set(kActorMutant1, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorMutant1, 39, 0);
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Actor_Set_Goal_Number(kActorMutant1, 400);
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}
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bool AIScriptMutant1::Update() {
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if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorMutant1) != 590) {
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if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
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Actor_Set_Goal_Number(kActorMutant1, 590);
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}
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return false;
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}
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if (Global_Variable_Query(kVariableChapter) != 4) {
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return false;
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}
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switch (Actor_Query_Goal_Number(kActorMutant1)) {
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case 400:
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if (!Game_Flag_Query(523) && Game_Flag_Query(524) == 1) {
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Actor_Set_Goal_Number(kActorMutant1, 401);
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Actor_Set_Goal_Number(kActorMutant2, 401);
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Actor_Set_Goal_Number(kActorMutant3, 401);
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Actor_Set_Targetable(kActorMutant1, 1);
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Actor_Set_Targetable(kActorMutant2, 1);
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Actor_Set_Targetable(kActorMutant3, 1);
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Game_Flag_Set(523);
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}
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break;
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case 401:
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if (Actor_Query_Which_Set_In(kActorMutant1) == Player_Query_Current_Set()
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&& (Actor_Query_Friendliness_To_Other(kActorMutant1, kActorMcCoy) < 30
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|| Actor_Query_Combat_Aggressiveness(70) >= 60)) {
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Actor_Set_Goal_Number(kActorMutant1, 410);
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}
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break;
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case 404:
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if (!Game_Flag_Query(630)) {
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Actor_Set_Goal_Number(kActorMutant1, 403);
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}
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break;
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case 410:
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if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
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Non_Player_Actor_Combat_Mode_Off(kActorMutant1);
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Actor_Set_Goal_Number(kActorMutant1, 403);
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}
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break;
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case 599:
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if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
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Actor_Set_Goal_Number(kActorMutant1, 411);
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}
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break;
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}
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if (Game_Flag_Query(630) == 1 && Actor_Query_Goal_Number(kActorMutant1) != 599) {
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Actor_Set_Goal_Number(kActorMutant1, 404);
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}
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return false;
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}
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void AIScriptMutant1::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptMutant1::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorMutant1) == 401)
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Actor_Set_Goal_Number(kActorMutant1, 403);
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}
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void AIScriptMutant1::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptMutant1::ClickedByPlayer() {
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//return false;
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}
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void AIScriptMutant1::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptMutant1::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMutant1::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMutant1::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (Actor_Query_Which_Set_In(kActorMutant1) == Player_Query_Current_Set() && Actor_Query_Goal_Number(kActorMutant1) != 599) {
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if (otherActorId != kActorMcCoy) {
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if (otherActorId > 72 || (otherActorId != kActorFreeSlotA && otherActorId != kActorMutant2 && otherActorId != kActorMutant3)) {
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Actor_Modify_Combat_Aggressiveness(70, -10);
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} else {
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Actor_Modify_Combat_Aggressiveness(70, 10);
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}
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} else if (combatMode) {
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Actor_Modify_Combat_Aggressiveness(70, 10);
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} else {
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Actor_Modify_Combat_Aggressiveness(70, -10);
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}
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}
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}
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void AIScriptMutant1::ShotAtAndMissed() {
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if (Actor_Query_Goal_Number(kActorMutant1) != 410) {
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Actor_Modify_Combat_Aggressiveness(70, 10);
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Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -10);
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}
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}
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bool AIScriptMutant1::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorMutant1) != 410) {
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Actor_Modify_Combat_Aggressiveness(70, 15);
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Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -15);
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}
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return false;
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}
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void AIScriptMutant1::Retired(int byActorId) {
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Actor_Set_Goal_Number(kActorMutant1, 599);
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}
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int AIScriptMutant1::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptMutant1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 400:
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AI_Movement_Track_Flush(kActorMutant1);
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AI_Movement_Track_Append(kActorMutant1, 39, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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if (Game_Flag_Query(169) == 1) {
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Actor_Set_Combat_Aggressiveness(kActorMutant1, 70);
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Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20);
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}
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return true;
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case 401:
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Actor_Set_Targetable(kActorMutant1, 1);
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AI_Movement_Track_Flush(kActorMutant1);
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AI_Movement_Track_Append(kActorMutant1, 39, 0);
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switch (Random_Query(1, 8)) {
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case 1:
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AI_Movement_Track_Append(kActorMutant1, 182, 0);
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AI_Movement_Track_Append(kActorMutant1, 183, 2);
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AI_Movement_Track_Append(kActorMutant1, 184, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 2:
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AI_Movement_Track_Append(kActorMutant1, 296, 0);
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AI_Movement_Track_Append(kActorMutant1, 297, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 3:
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AI_Movement_Track_Append(kActorMutant1, 176, 0);
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AI_Movement_Track_Append(kActorMutant1, 177, 0);
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AI_Movement_Track_Append(kActorMutant1, 178, 2);
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AI_Movement_Track_Append(kActorMutant1, 177, 0);
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AI_Movement_Track_Append(kActorMutant1, 176, 1);
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AI_Movement_Track_Append(kActorMutant1, 39, 45);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 4:
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AI_Movement_Track_Append(kActorMutant1, 298, 0);
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AI_Movement_Track_Append(kActorMutant1, 300, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 5:
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AI_Movement_Track_Append(kActorMutant1, 301, 0);
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AI_Movement_Track_Append(kActorMutant1, 302, 2);
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AI_Movement_Track_Append(kActorMutant1, 303, 0);
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AI_Movement_Track_Append(kActorMutant1, 304, 0);
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AI_Movement_Track_Append(kActorMutant1, 305, 0);
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AI_Movement_Track_Append(kActorMutant1, 304, 0);
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AI_Movement_Track_Append(kActorMutant1, 306, 0);
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AI_Movement_Track_Append(kActorMutant1, 39, 60);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 6:
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AI_Movement_Track_Append(kActorMutant1, 307, 0);
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AI_Movement_Track_Append(kActorMutant1, 308, 0);
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AI_Movement_Track_Append(kActorMutant1, 309, 1);
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AI_Movement_Track_Append(kActorMutant1, 310, 3);
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AI_Movement_Track_Append(kActorMutant1, 311, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 7:
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switch (Random_Query(1, 5)) {
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case 1:
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 534, 2);
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AI_Movement_Track_Append(kActorMutant1, 535, 3);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 2:
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 535, 2);
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AI_Movement_Track_Append(kActorMutant1, 534, 3);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 3:
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AI_Movement_Track_Append(kActorMutant1, 536, 0);
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AI_Movement_Track_Append(kActorMutant1, 537, 0);
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AI_Movement_Track_Append(kActorMutant1, 538, 2);
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AI_Movement_Track_Append(kActorMutant1, 537, 0);
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AI_Movement_Track_Append(kActorMutant1, 536, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 4:
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 534, 3);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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case 5:
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 535, 1);
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AI_Movement_Track_Append(kActorMutant1, 533, 0);
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AI_Movement_Track_Append(kActorMutant1, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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default:
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return true;
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}
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break;
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case 8:
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if (Game_Flag_Query(623) == 1) {
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AI_Movement_Track_Append(kActorMutant1, 418, 0);
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AI_Movement_Track_Append(kActorMutant1, 417, 0);
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AI_Movement_Track_Append(kActorMutant1, 539, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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} else {
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Actor_Set_Goal_Number(kActorMutant1, 403);
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}
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break;
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default:
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AI_Movement_Track_Append(kActorMutant1, 39, 60);
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AI_Movement_Track_Repeat(kActorMutant1);
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break;
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}
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return true;
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case 403:
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Actor_Set_Targetable(kActorMutant1, 0);
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Actor_Set_Goal_Number(kActorMutant1, 401);
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return true;
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case 404:
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AI_Movement_Track_Flush(kActorMutant1);
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AI_Movement_Track_Append(kActorMutant1, 39, 0);
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AI_Movement_Track_Repeat(kActorMutant1);
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return true;
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case 410:
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switch (Actor_Query_Which_Set_In(kActorMutant1)) {
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case kSetUG01:
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Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
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break;
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case kSetUG04:
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case kSetUG05:
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case kSetUG06:
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Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
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break;
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case kSetUG07:
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Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 12, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
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break;
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case kSetUG10:
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case kSetUG12:
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case kSetUG14:
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Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
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break;
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}
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return true;
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case 411:
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AI_Movement_Track_Flush(kActorMutant1);
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Actor_Set_Intelligence(kActorMutant1, 40);
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Actor_Set_Health(kActorMutant1, 10 * Query_Difficulty_Level() + 30, 10 * Query_Difficulty_Level() + 30);
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if (Game_Flag_Query(169) == 1) {
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Actor_Set_Combat_Aggressiveness(kActorMutant1, 70);
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Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20);
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} else {
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Actor_Set_Combat_Aggressiveness(kActorMutant1, 40);
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Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 45);
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}
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Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
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Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
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Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
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Actor_Set_Goal_Number(kActorMutant1, 403);
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return true;
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case 590:
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AI_Movement_Track_Flush(kActorMutant1);
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AI_Movement_Track_Append(kActorMutant1, 39, 100);
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AI_Movement_Track_Repeat(kActorMutant1);
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return true;
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case 599:
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AI_Movement_Track_Flush(kActorMutant1);
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Actor_Change_Animation_Mode(kActorMutant1, 48);
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Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
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Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
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Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
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return true;
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default:
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break;
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}
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return false;
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}
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bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = 894;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(894)) {
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_animationFrame = 0;
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}
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break;
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case 1:
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case 2:
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*animation = 893;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(893)) {
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_animationFrame = 0;
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}
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break;
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case 3:
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if (!_animationFrame && _flag) {
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*animation = 894;
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_animationState = 0;
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} else {
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*animation = 896;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(896)) {
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_animationFrame = 0;
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}
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}
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break;
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case 4:
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*animation = 896;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(896)) {
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_animationFrame = 0;
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_animationState = 3;
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*animation = 896;
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}
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break;
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case 5:
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*animation = 897;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(897)) {
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_animationFrame = 0;
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_animationState = 3;
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*animation = 896;
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}
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break;
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case 6:
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*animation = 898;
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_animationFrame++;
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if (_animationFrame == 5) {
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int snd;
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if (Random_Query(1, 2) == 1) {
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snd = 9010;
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} else {
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snd = 9015;
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}
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Sound_Play_Speech_Line(kActorMutant1, snd, 75, 0, 99);
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}
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if (_animationFrame == 9) {
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Actor_Combat_AI_Hit_Attempt(kActorMutant1);
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}
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(898)) {
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Actor_Change_Animation_Mode(kActorMutant1, 0);
|
|
}
|
|
break;
|
|
|
|
case 7:
|
|
*animation = 899;
|
|
_animationFrame++;
|
|
if (_animationFrame == 1) {
|
|
Ambient_Sounds_Play_Sound(371, 99, 0, 0, 25);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(899)) {
|
|
Actor_Change_Animation_Mode(kActorMutant1, 0);
|
|
}
|
|
break;
|
|
|
|
case 8:
|
|
*animation = 900;
|
|
_animationFrame++;
|
|
if (_animationFrame == 1) {
|
|
Sound_Play(368, 100, 0, 0, 50);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(900)) {
|
|
Actor_Change_Animation_Mode(kActorMutant1, 88);
|
|
}
|
|
break;
|
|
|
|
case 9:
|
|
*animation = 900;
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(900) - 1;
|
|
break;
|
|
|
|
case 10:
|
|
*animation = 899;
|
|
_animationFrame++;
|
|
if (_animationFrame == 9) {
|
|
Sound_Play(371, 100, 0, 0, 50);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(899)) {
|
|
Actor_Change_Animation_Mode(kActorMutant1, 0);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
*frame = _animationFrame;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AIScriptMutant1::ChangeAnimationMode(int mode) {
|
|
switch (mode) {
|
|
case 0:
|
|
if (_animationState >= 3 && _animationState <= 5) {
|
|
_flag = 1;
|
|
} else {
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
case 7:
|
|
_animationState = 1;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 2:
|
|
_animationState = 2;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 3:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
_flag = 0;
|
|
break;
|
|
|
|
case 4:
|
|
if (_animationState >= 3 && _animationState <= 5) {
|
|
_flag = 1;
|
|
} else {
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 6:
|
|
_animationState = 6;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 8:
|
|
_animationState = 2;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 12:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
_flag = 0;
|
|
break;
|
|
|
|
case 13:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
_flag = 0;
|
|
break;
|
|
case 21:
|
|
case 22:
|
|
_animationState = 10;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 48:
|
|
_animationState = 8;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 88:
|
|
_animationState = 9;
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(900) - 1;
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void AIScriptMutant1::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
*animationState = _animationState;
|
|
*animationFrame = _animationFrame;
|
|
*animationStateNext = _animationStateNext;
|
|
*animationNext = _animationNext;
|
|
}
|
|
|
|
void AIScriptMutant1::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
_animationState = animationState;
|
|
_animationFrame = animationFrame;
|
|
_animationStateNext = animationStateNext;
|
|
_animationNext = animationNext;
|
|
}
|
|
|
|
bool AIScriptMutant1::ReachedMovementTrackWaypoint(int waypointId) {
|
|
return true;
|
|
}
|
|
|
|
void AIScriptMutant1::FledCombat() {
|
|
Actor_Set_Goal_Number(kActorMutant1, 403);
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|