| 193 | } |
| 194 | |
| 195 | void HeavyGuardControl(short itemNumber) |
| 196 | { |
| 197 | if (!CreatureActive(itemNumber)) |
| 198 | return; |
| 199 | |
| 200 | auto& item = g_Level.Items[itemNumber]; |
| 201 | auto& creature = *GetCreatureInfo(&item); |
| 202 | |
| 203 | short headingAngle = 0; |
| 204 | auto headOrient = EulerAngles::Identity; |
| 205 | auto torsoOrient = EulerAngles::Identity; |
| 206 | |
| 207 | AI_INFO ai; |
| 208 | CreatureAIInfo(&item, &ai); |
| 209 | |
| 210 | if (item.ItemFlags[0] || item.ItemFlags[1]) |
| 211 | { |
| 212 | for (int i = 0; i < 2; i++) |
| 213 | { |
| 214 | if (item.ItemFlags[i]) |
| 215 | { |
| 216 | FireHeavyGuardRaygun(item, (bool)i, true); |
| 217 | |
| 218 | if (item.ItemFlags[i] > 0) |
| 219 | { |
| 220 | auto pos1 = GetJointPosition(&item, HeavyGuardHandJoints[i], HeavyGuardRaygunLaserOffsets[i]); |
| 221 | short blue = item.ItemFlags[i] << 4; |
| 222 | short green = blue >> 2; |
| 223 | short red = 0; |
| 224 | |
| 225 | SpawnDynamicLight(pos1.x, pos1.y, pos1.z, item.ItemFlags[i] + 8, red, green, blue); |
| 226 | item.ItemFlags[i]--; |
| 227 | } |
| 228 | else |
| 229 | { |
| 230 | item.ItemFlags[i]++; |
| 231 | } |
| 232 | } |
| 233 | } |
| 234 | } |
| 235 | |
| 236 | if (item.HitPoints <= 0) |
| 237 | { |
| 238 | if (item.Animation.ActiveState != HEAVY_GUARD_STATE_DEATH && item.TriggerFlags != 1) |
| 239 | { |
| 240 | SetAnimation(item, HEAVY_GUARD_ANIM_DEATH); |
| 241 | } |
| 242 | else if (item.TriggerFlags == 1) |
| 243 | { |
| 244 | switch (item.Animation.ActiveState) |
| 245 | { |
| 246 | case HEAVY_GUARD_STATE_FALL_START: |
| 247 | { |
| 248 | int frame = item.Animation.FrameNumber; |
| 249 | int frameStart = 0; |
| 250 | |
| 251 | if (frame == 48 || frame == 15) |
| 252 | { |
nothing calls this directly
no test coverage detected