mirror of
https://github.com/open-goal/jak-project
synced 2026-06-01 09:48:00 -04:00
7ce58f709f
* some jp support to fix some errors in the original game * music fade toggle * recognize `process-new` macros!! * strip casts in this macro * rename macro * fix cast typecheck * update source 1 * detect kernel stack case * less boilerplate * `manipy-spawn` special case * pretty printer improvements * revert dumb thing from earlier * use shell detection on `send-event` * fix some events * remove unused argument * detect `static-attack-info` and add `CondNoElse` to shell detect * better `attack-info` detect * support `process-spawn` in multi-lets * detect `rand-float-gen` pt 1 * detect as return value * detect in `countdown` and `dotimes` * oops this wasnt working * fancier `send-event`s * clang * update source!! * fix tests * fine jeez * uh okay * fix some accidental regressions * fix more regressions * regression fixes * fix big bug... * extra safety!
338 lines
12 KiB
Common Lisp
Vendored
Generated
338 lines
12 KiB
Common Lisp
Vendored
Generated
;;-*-Lisp-*-
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(in-package goal)
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(import "goal_src/import/babak-ag.gc")
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;; definition of type babak
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(deftype babak (nav-enemy)
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()
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:heap-base #x120
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:method-count-assert 76
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:size-assert #x190
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:flag-assert #x4c01200190
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(:states
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babak-run-to-cannon
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)
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)
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;; definition for method 3 of type babak
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(defmethod inspect babak ((obj babak))
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(let ((t9-0 (method-of-type nav-enemy inspect)))
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(t9-0 obj)
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)
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obj
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)
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;; failed to figure out what this is:
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(defskelgroup *babak-sg* babak babak-lod0-jg -1
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((babak-lod0-mg (meters 20)) (babak-lod1-mg (meters 40)) (babak-lod2-mg (meters 999999)))
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:bounds (static-spherem 0 2 0 3)
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:longest-edge (meters 1)
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:shadow babak-shadow-mg
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)
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;; failed to figure out what this is:
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(defstate nav-enemy-patrol (babak)
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:virtual #t
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:code (behavior ()
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(cond
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((ja-group? babak-give-up-hop-ja)
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(ja-channel-push! 1 (seconds 0.15))
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(ja-no-eval :group! babak-walk-ja :num! (seek!) :frame-num (ja-aframe 12.0 0))
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(until (ja-done? 0)
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(suspend)
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(ja :num! (seek!))
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)
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)
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(else
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(ja-channel-push! 1 (seconds 0.2))
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)
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)
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((the-as (function none) (-> (method-of-type nav-enemy nav-enemy-patrol) code)))
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(none)
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)
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)
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;; failed to figure out what this is:
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(defstate nav-enemy-chase (babak)
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:virtual #t
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:code (behavior ()
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(let ((f30-0 (nav-enemy-rnd-float-range 0.9 1.1)))
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(cond
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((ja-group? babak-jump-land-ja)
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(ja-no-eval :num! (seek!))
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(ja-channel-push! 1 (seconds 0.17))
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(ja-no-eval :group! (-> self draw art-group data (-> self nav-info run-anim))
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:num! (seek! max f30-0)
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:frame-num 0.0
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)
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(until (ja-done? 0)
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(ja-blend-eval)
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(suspend)
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(ja :num! (seek! max f30-0))
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)
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)
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(else
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(ja-channel-push! 1 (seconds 0.2))
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(ja :group! (-> self draw art-group data (-> self nav-info run-anim)))
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(ja :num-func num-func-identity :frame-num 0.0)
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)
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)
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(loop
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(suspend)
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(ja :num! (loop! f30-0))
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)
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)
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(none)
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)
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)
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;; failed to figure out what this is:
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(defstate nav-enemy-stare (babak)
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:virtual #t
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:code (behavior ()
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(set! (-> self turn-time) (seconds 0.2))
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(let ((f30-0 (nav-enemy-rnd-float-range 0.8 1.2)))
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(when (or (logtest? (-> self nav-enemy-flags) (nav-enemy-flags navenmf8))
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(and (nav-enemy-player-vulnerable?) (nav-enemy-rnd-percent? 0.5))
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)
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(ja-channel-push! 1 (seconds 0.1))
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(ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
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(until (ja-done? 0)
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(suspend)
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(ja :num! (seek! (ja-aframe 68.0 0) f30-0))
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)
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)
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(loop
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(when (not (nav-enemy-facing-player? 2730.6667))
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(logior! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
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(ja-no-eval :num! (loop!))
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(ja-channel-push! 1 (seconds 0.2))
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(ja :group! babak-turn-ja)
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(ja :num-func num-func-identity :frame-num 0.0)
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(until (nav-enemy-facing-player? 1820.4445)
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(ja-blend-eval)
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(suspend)
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(ja :num! (loop! 0.75))
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)
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(logclear! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
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)
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(if (not (ja-group? babak-idle-ja))
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(ja-channel-push! 1 (seconds 0.2))
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)
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(ja-no-eval :group! babak-idle-ja :num! (seek! max f30-0) :frame-num 0.0)
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(until (ja-done? 0)
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(suspend)
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(ja :num! (seek! max f30-0))
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)
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(when (nav-enemy-rnd-percent? 0.3)
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(ja-channel-push! 1 (seconds 0.1))
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(ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
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(until (ja-done? 0)
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(suspend)
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(ja :num! (seek! (ja-aframe 68.0 0) f30-0))
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)
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)
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)
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)
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(none)
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)
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)
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;; failed to figure out what this is:
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(defstate nav-enemy-give-up (babak)
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:virtual #t
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:code (behavior ()
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(set! (-> self rotate-speed) 218453.33)
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(set! (-> self turn-time) (seconds 0.5))
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(ja-channel-push! 1 (seconds 0.15))
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(let ((s4-0 (-> self collide-info))
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(s5-0 (target-pos 0))
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)
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(when (< (fabs
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(deg-diff (y-angle s4-0) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) s5-0 (-> s4-0 trans))))
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)
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12743.111
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)
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(ja-no-eval :group! babak-give-up-ja :num! (seek!) :frame-num 0.0)
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(until (ja-done? 0)
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(suspend)
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(ja :num! (seek!))
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)
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)
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)
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(logclear! (-> self nav flags) (nav-control-flags navcf17 navcf19))
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(nav-enemy-get-new-patrol-point)
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(ja-no-eval :group! babak-give-up-hop-ja :num! (seek!) :frame-num 0.0)
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(until (ja-done? 0)
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(seek-to-point-toward-point!
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(-> self collide-info)
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(-> self nav destination-pos)
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(-> self rotate-speed)
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(-> self turn-time)
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)
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(suspend)
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(ja :num! (seek!))
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)
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(go-virtual nav-enemy-patrol)
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(none)
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)
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)
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;; failed to figure out what this is:
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(defstate nav-enemy-jump-land (babak)
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:virtual #t
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:code (behavior ()
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(ja-no-eval :num! (seek!))
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(ja-channel-push! 1 (seconds 0.075))
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(ja-no-eval :group! (-> self draw art-group data (-> self nav-info jump-land-anim))
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:num! (seek! (ja-aframe 32.0 0) 0.5)
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:frame-num 0.0
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)
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(until (ja-done? 0)
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(ja-blend-eval)
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(suspend)
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(ja :num! (seek! (ja-aframe 32.0 0) 0.5))
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)
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(go-virtual nav-enemy-chase)
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(none)
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)
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)
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;; definition for symbol *babak-nav-enemy-info*, type nav-enemy-info
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(define *babak-nav-enemy-info* (new 'static 'nav-enemy-info
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:idle-anim 5
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:walk-anim 6
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:turn-anim 16
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:notice-anim 7
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:run-anim 8
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:jump-anim 13
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:jump-land-anim 14
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:victory-anim 11
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:taunt-anim 11
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:die-anim 12
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:neck-joint 5
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:player-look-at-joint 5
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:run-travel-speed (meters 6)
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:run-rotate-speed (degrees 2880.0)
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:run-acceleration (meters 1)
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:run-turn-time (seconds 0.1)
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:walk-travel-speed (meters 3)
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:walk-rotate-speed (degrees 720.0)
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:walk-acceleration (meters 1)
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:walk-turn-time (seconds 0.5)
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:attack-shove-back (meters 3)
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:attack-shove-up (meters 2)
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:shadow-size (meters 2)
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:notice-nav-radius (meters 2)
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:nav-nearest-y-threshold (meters 10)
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:notice-distance (meters 30)
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:proximity-notice-distance (meters 20)
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:stop-chase-distance (meters 40)
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:frustration-distance (meters 8)
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:frustration-time (seconds 4)
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:die-anim-hold-frame 24.0
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:jump-anim-start-frame 10.0
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:jump-land-anim-end-frame 10000000000.0
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:jump-height-min (meters 3)
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:jump-height-factor 0.5
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:jump-start-anim-speed 1.0
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:shadow-max-y (meters 1)
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:shadow-min-y (meters -1)
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:shadow-locus-dist (meters 150)
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:use-align #t
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:draw-shadow #t
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:move-to-ground #t
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:hover-if-no-ground #f
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:use-momentum #f
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:use-flee #t
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:use-proximity-notice #t
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:use-jump-blocked #t
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:use-jump-patrol #f
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:gnd-collide-with (collide-kind background)
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:debug-draw-neck #f
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:debug-draw-jump #f
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)
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)
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;; definition for method 47 of type babak
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;; INFO: Return type mismatch int vs none.
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(defmethod initialize-collision babak ((obj babak))
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(let ((s5-0 (new 'process 'collide-shape-moving obj (collide-list-enum usually-hit-by-player))))
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(set! (-> s5-0 dynam) (copy *standard-dynamics* 'process))
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(set! (-> s5-0 reaction) default-collision-reaction)
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(set! (-> s5-0 no-reaction)
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(the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing)
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)
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(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 3) 0)))
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(set! (-> s4-0 prim-core collide-as) (collide-kind enemy))
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(set! (-> s4-0 collide-with) (collide-kind target))
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(set! (-> s4-0 prim-core action) (collide-action solid))
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(set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 12288.0)
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(set-root-prim! s5-0 s4-0)
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(let ((s3-0 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
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(set! (-> s3-0 prim-core collide-as) (collide-kind enemy))
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(set! (-> s3-0 collide-with) (collide-kind target))
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(set! (-> s3-0 prim-core action) (collide-action solid))
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(set! (-> s3-0 prim-core offense) (collide-offense touch))
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(set-vector! (-> s3-0 local-sphere) 0.0 4096.0 0.0 3072.0)
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(append-prim s4-0 s3-0)
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)
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(let ((s3-1 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
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(set! (-> s3-1 prim-core collide-as) (collide-kind enemy))
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(set! (-> s3-1 collide-with) (collide-kind target))
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(set! (-> s3-1 prim-core action) (collide-action solid))
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(set! (-> s3-1 prim-core offense) (collide-offense touch))
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(set-vector! (-> s3-1 local-sphere) 0.0 9830.4 0.0 3072.0)
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(append-prim s4-0 s3-1)
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)
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(let ((s3-2 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 1))))
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(set! (-> s3-2 prim-core collide-as) (collide-kind enemy))
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(set! (-> s3-2 collide-with) (collide-kind target))
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(set! (-> s3-2 prim-core offense) (collide-offense normal-attack))
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(set! (-> s3-2 transform-index) 6)
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(set-vector! (-> s3-2 local-sphere) 0.0 0.0 0.0 2048.0)
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(append-prim s4-0 s3-2)
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)
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)
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(set! (-> s5-0 nav-radius) 6144.0)
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(backup-collide-with-as s5-0)
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(set! (-> s5-0 max-iteration-count) (the-as uint 2))
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(set! (-> obj collide-info) s5-0)
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)
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0
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(none)
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)
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;; definition for method 48 of type babak
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;; INFO: Return type mismatch int vs none.
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(defmethod TODO-RENAME-48 babak ((obj babak))
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(initialize-skeleton obj *babak-sg* '())
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(TODO-RENAME-45 obj *babak-nav-enemy-info*)
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(set! (-> obj neck up) (the-as uint 0))
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(set! (-> obj neck nose) (the-as uint 1))
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(set! (-> obj neck ear) (the-as uint 2))
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0
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(none)
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)
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;; definition for method 59 of type babak
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;; INFO: Return type mismatch int vs none.
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(defmethod TODO-RENAME-59 babak ((obj babak))
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(cond
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((and (and (-> obj entity) (logtest? (-> obj entity extra perm status) (entity-perm-status complete)))
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(logtest? (-> obj enemy-info options) (fact-options has-power-cell))
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)
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(go (method-of-object obj nav-enemy-fuel-cell))
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)
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((logtest? (-> obj enemy-info options) (fact-options fop5))
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(go (method-of-object obj nav-enemy-wait-for-cue))
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)
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(else
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(go (method-of-object obj nav-enemy-idle))
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)
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)
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0
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(none)
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)
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