33 aiMobState_Crawl::aiMobState_Crawl(
void)
38 aiMobState_Crawl::~aiMobState_Crawl(
void)
46 void aiMobState_Crawl::perceive_active( std::string strID_Old )
51 pMonster->move_v( laPoint3(1,0) );
54 void aiMobState_Crawl::perceive_inactive( std::string strID_New )
58 void aiMobState_Crawl::perceive_InTerritory(
unsigned state)
62 void aiMobState_Crawl::perceive_InRange(
unsigned state)
66 void aiMobState_Crawl::perceive_Touched(
unsigned state)
70 void aiMobState_Crawl::perceive_UnderAttack(
unsigned state)
74 void aiMobState_Crawl::perceive(
unsigned state, M_BOOL global,
unsigned id, aiPerceptData data)
76 aiMobState::perceive(state, global,
id, data);
81 laPivot *pMobPivot = pMonster->getPivot();
82 laPoint3 vTentacle(_dDir, 0, 0);
84 vTentacle = pMobPivot->projectVector(vTentacle);
93 pMonster->getPivot()-> bSimulateGravitation = M_FALSE;
94 pMonster->move_v( laPoint3(0,1) );
Adds capabilities and percepts specific to monster creatures.