jak-project/goal_src/jak1/engine/common-obs/sharkey.gc
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

646 lines
24 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: sharkey.gc
;; name in dgo: sharkey
;; dgos: GAME, COMMON, L1
;; DECOMP BEGINS
(defpartgroup group-sharkey-splash
:id 106
:duration (seconds 0.4)
:linger-duration (seconds 2.6)
:flags (use-local-clock)
:bounds (static-bspherem 0 -12 0 14)
:parts ((sp-item 124 :flags (is-3d) :period (seconds 3) :length (seconds 0.21))
(sp-item 125 :period (seconds 3) :length (seconds 0.05))
(sp-item 126 :flags (is-3d) :period (seconds 3) :length (seconds 0.05))
(sp-item 127 :flags (is-3d) :period (seconds 3) :length (seconds 0.05))
(sp-item 128 :period (seconds 3) :length (seconds 0.035) :binding 129)
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
(sp-item 129 :flags (start-dead) :period (seconds 3) :length (seconds 0.4))
)
)
(deftype sharkey (nav-enemy)
((dir vector :inline)
(spawn-point vector :inline)
(scale float)
(anim-speed float)
(y-max meters)
(y-min meters)
(attack-time float)
(player-water-time time-frame)
(player-in-water basic)
(last-y float)
(spawn-distance meters)
(chase-speed meters)
(y-speed meters)
(sound-id sound-id)
(enable-patrol basic)
)
)
(defskelgroup *sharkey-sg* sharkey sharkey-lod0-jg sharkey-idle-ja
((sharkey-lod0-mg (meters 999999)))
:bounds (static-spherem 0 0 0 6)
)
(defmethod touch-handler ((this sharkey) (arg0 process) (arg1 event-message-block))
#t
)
(defmethod attack-handler ((this sharkey) (arg0 process) (arg1 event-message-block))
#t
)
nav-enemy-default-event-handler
(defmethod run-logic? ((this sharkey))
(or (not (logtest? (-> this mask) (process-mask actor-pause)))
(or (>= (+ (-> *ACTOR-bank* pause-dist) (-> this collide-info pause-adjust-distance))
(vector-vector-distance (-> this collide-info trans) (math-camera-pos))
)
(and (nonzero? (-> this skel)) (!= (-> this skel root-channel 0) (-> this skel channel)))
(and (nonzero? (-> this draw)) (logtest? (-> this draw status) (draw-status no-skeleton-update)))
)
)
)
(defmethod nav-enemy-method-40 ((this sharkey))
(nav-control-method-11 (-> this nav) (-> this nav target-pos))
(let* ((f0-0 (vector-vector-xz-distance (-> this collide-info trans) (-> this nav target-pos)))
(f30-0 (/ (- (fmin (-> this y-max) (-> this nav target-pos y)) (-> this collide-info trans y)) f0-0))
)
(set! (-> this nav travel y) (* 4.0 (vector-length (-> this nav travel)) f30-0))
)
0
(none)
)
(defmethod nav-enemy-method-37 ((this sharkey))
(let ((s5-0 (new 'stack-no-clear 'vector)))
(when (< 8192.0 (vector-length (-> this nav travel)))
(vector-normalize-copy! s5-0 (-> this nav travel) 1.0)
(vector-deg-seek (-> this dir) (-> this dir) s5-0 (* 65536.0 (seconds-per-frame)))
(vector-normalize! (-> this dir) 1.0)
(forward-up->quaternion (-> this collide-info quat) (-> this dir) *up-vector*)
)
)
0
(none)
)
(defmethod nav-enemy-method-41 ((this sharkey))
(let* ((f0-1 (- (-> this target-speed) (-> this momentum-speed)))
(f1-3 (fmin (* (-> this acceleration) (seconds-per-frame)) (fabs f0-1)))
)
(if (< f0-1 0.0)
(set! (-> this momentum-speed) (- (-> this momentum-speed) f1-3))
(+! (-> this momentum-speed) f1-3)
)
)
(let ((f0-9 (fmin
(* (-> this speed-scale) (-> this momentum-speed))
(* (vector-length (-> this nav travel)) (-> *display* frames-per-second))
)
)
)
(vector-normalize-copy! (-> this collide-info transv) (-> this nav travel) f0-9)
)
0
(none)
)
(defmethod common-post ((this sharkey))
(let ((f30-0 (-> this water height))
(s5-0 (new 'stack-no-clear 'vector))
)
(let* ((f3-0 (- -36864.0 (-> this collide-info trans y)))
(f0-2 (fmax 0.0 (fmin 1.0 (- 1.0 (* 0.00008138021 f3-0)))))
)
(set-vector! (-> this draw color-mult) f0-2 f0-2 f0-2 1.0)
)
(water-control-method-10 (-> this water))
(let ((f28-0 (-> this collide-info trans y)))
(when (or (and (< f30-0 f28-0) (>= f30-0 (-> this last-y))) (and (>= f30-0 f28-0) (< f30-0 (-> this last-y))))
(set! (-> s5-0 quad) (-> this collide-info trans quad))
(set! (-> s5-0 y) f30-0)
(create-splash (-> this water) 1.0 s5-0 1 (-> this collide-info transv))
)
(set! (-> this last-y) f28-0)
)
)
(call-parent-method this)
0
(none)
)
(defbehavior sharkey-notice-player? sharkey ()
(if *target*
(and (< (- (-> *target* control trans y) (-> self y-max)) 0.0)
(let ((gp-0 'racer))
(!= gp-0 (send-event *target* 'query 'mode))
)
(nav-enemy-test-point-near-nav-mesh? (-> *target* control shadow-pos))
)
)
)
(defun sharkey-get-player-position ((arg0 vector))
(set! (-> arg0 quad) (-> (target-pos 5) quad))
0
(none)
)
(defbehavior sharkey-reset-position sharkey ()
(set! (-> self collide-info trans quad) (-> self entity extra trans quad))
0
(none)
)
(defbehavior sharkey-move-to-attack-position sharkey ()
(let ((s5-0 (new 'stack-no-clear 'vector))
(s3-0 (new 'stack-no-clear 'vector))
(gp-0 (new 'stack-no-clear 'vector))
)
(let ((s4-0 (-> *target* control trans)))
(let ((f30-0 4096000.0))
(set! (-> s3-0 quad) (-> self entity extra trans quad))
(set! (-> s5-0 quad) (-> self collide-info trans quad))
(dotimes (s2-0 (-> self path curve num-cverts))
(eval-path-curve-div! (-> self path) s3-0 (the float s2-0) 'interp)
(let ((f0-2 (vector-vector-xz-distance s4-0 s3-0)))
(when (< f0-2 f30-0)
(set! f30-0 f0-2)
(set! (-> s5-0 quad) (-> s3-0 quad))
)
)
)
)
(vector-! (-> self dir) s4-0 s5-0)
(vector-normalize! (-> self dir) 1.0)
(vector+*! gp-0 s4-0 (-> self dir) (- (-> self spawn-distance)))
)
(project-onto-nav-mesh (-> self nav) gp-0 gp-0)
(set! (-> gp-0 y) (-> self y-min))
(set! (-> self spawn-point quad) (-> gp-0 quad))
)
(set! (-> self collide-info trans quad) (-> self spawn-point quad))
(forward-up->quaternion (-> self collide-info quat) (-> self dir) *up-vector*)
(set! (-> self momentum-speed) 0.0)
)
(defstate nav-enemy-idle (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:enter (behavior ()
(set-time! (-> self state-time))
(logclear! (-> self nav-enemy-flags) (nav-enemy-flags navenmf0))
)
:exit (behavior ()
(logclear! (-> self draw status) (draw-status hidden))
)
:trans (behavior ()
(cond
((-> self enable-patrol)
(if (and (and *target* (>= (-> self enemy-info idle-distance)
(vector-vector-distance (-> self collide-info trans) (-> *target* control trans))
)
)
(time-elapsed? (-> self state-time) (-> self state-timeout))
)
(go-virtual nav-enemy-patrol)
)
)
((sharkey-notice-player?)
(when (not (logtest? (-> self nav-enemy-flags) (nav-enemy-flags navenmf0)))
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf0))
(set-time! (-> self notice-time))
)
(let ((a0-4 (nav-control-method-16 (-> self nav) (-> *target* control trans))))
(when (or (and a0-4 (logtest? (-> a0-4 pat) 2)) (and (logtest? (-> self draw status) (draw-status hidden))
(time-elapsed? (-> self notice-time) (-> self reaction-time))
)
)
(sharkey-move-to-attack-position)
(set! (-> self player-in-water) #t)
(go-virtual nav-enemy-chase)
)
)
)
(else
(if (time-elapsed? (-> self notice-time) (seconds 10))
(logclear! (-> self nav-enemy-flags) (nav-enemy-flags navenmf0))
)
)
)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.075))
(ja :group! (-> self draw art-group data (-> self nav-info idle-anim)))
(ja :num-func num-func-identity :frame-num 0.0)
(until (= (-> self collide-info trans y) (-> self y-min))
(ja :num! (loop! (-> self anim-speed)))
(seek! (-> self anim-speed) 1.0 0.05)
(seek! (-> self collide-info trans y) (-> self y-min) (* (-> self y-speed) (seconds-per-frame)))
(water-control-method-10 (-> self water))
(ja-post)
(suspend)
)
(logior! (-> self draw status) (draw-status hidden))
(anim-loop)
)
:post #f
)
(defstate nav-enemy-patrol (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:trans (behavior ()
(if (sharkey-notice-player?)
(go-virtual nav-enemy-chase)
)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.075))
(set! (-> self nav target-pos quad) (-> self spawn-point quad))
(loop
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info walk-anim))
:num! (seek! max (-> self anim-speed))
:frame-num 0.0
)
(until (ja-done? 0)
(seek! (-> self anim-speed) 1.0 0.05)
(cond
((-> self enable-patrol)
(seek! (-> self collide-info trans y) (-> self y-max) (* (-> self y-speed) (seconds-per-frame)))
)
(else
(if (< (- (-> self collide-info trans y) (-> self y-min)) 409.6)
(go-virtual nav-enemy-idle)
)
)
)
(suspend)
(ja :num! (seek! max (-> self anim-speed)))
)
)
)
:post (behavior ()
(nav-enemy-travel-post)
)
)
(defstate nav-enemy-notice (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:enter (behavior ()
(go-virtual nav-enemy-chase)
)
:code (behavior ()
(go-virtual nav-enemy-chase)
)
)
(defbehavior sharkey-follow-trajectory sharkey ((arg0 float))
(let ((gp-0 (-> self jump-trajectory)))
(eval-position! gp-0 arg0 (-> self collide-info trans))
(eval-velocity! gp-0 arg0 (-> self collide-info transv))
)
(vector-normalize-copy! (-> self dir) (-> self collide-info transv) 1.0)
(forward-up->quaternion (-> self collide-info quat) (-> self dir) *up-vector*)
)
(defstate nav-enemy-attack (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:code (behavior ()
(let ((gp-0 (new 'stack-no-clear 'vector))
(s5-0 (new 'stack-no-clear 'vector))
)
(current-time)
(sound-play "bigshark-bite")
(set-time! (-> self state-time))
(set! (-> gp-0 quad) (-> self collide-info trans quad))
(ja-channel-push! 1 (seconds 0.1))
(ja-no-eval :group! sharkey-chomp-ja :num! (seek! (ja-aframe 3.0 0) 2.0) :frame-num 0.0)
(until (ja-done? 0)
(sharkey-get-player-position s5-0)
(setup-from-to-duration! (-> self jump-trajectory) gp-0 s5-0 3.0 -291.27112)
(set! (-> self attack-time) (ja-aframe-num 0))
(sharkey-follow-trajectory (-> self attack-time))
(suspend)
(ja :num! (seek! (ja-aframe 3.0 0) 2.0))
)
)
(when (send-event *target* 'attack-invinc #f (static-attack-info ((mode 'sharkey))))
(logclear! (-> self mask) (process-mask enemy))
(vector-float*! (-> self collide-info transv) (-> self collide-info transv) 8.0)
(set-time! (-> self state-time))
(let ((f30-0 -409600.0)
(f28-0 (-> self collide-info transv y))
(f26-0 (-> self collide-info trans y))
)
(until (time-elapsed? (-> self state-time) (seconds 3))
(ja-no-eval :group! sharkey-chomp-ja :num! (seek!) :frame-num (ja-aframe 3.0 0))
(until (ja-done? 0)
(+! f28-0 (* f30-0 (seconds-per-frame)))
(+! f26-0 (* f28-0 (seconds-per-frame)))
(set! (-> self collide-info transv y) f28-0)
(when (< (-> self collide-info trans y) (-> self water height))
(set! f28-0 (* 0.9 f28-0))
(vector-float*! (-> self collide-info transv) (-> self collide-info transv) 0.9)
)
(vector-normalize-copy! (-> self dir) (-> self collide-info transv) 1.0)
(forward-up->quaternion (-> self collide-info quat) (-> self dir) *up-vector*)
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
8192.0
#t
#f
#f
)
(set! (-> self collide-info trans y) f26-0)
(suspend)
(ja :num! (seek!))
)
)
)
(send-event *target* 'end-mode)
(logior! (-> self mask) (process-mask enemy))
)
(sharkey-reset-position)
(logior! (-> self draw status) (draw-status hidden))
(go-virtual nav-enemy-idle)
)
:post (behavior ()
(nav-enemy-simple-post)
)
)
(defstate nav-enemy-chase (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:exit (behavior ()
(sound-stop (-> self sound-id))
)
:trans (behavior ()
(if (not *target*)
(go-virtual nav-enemy-patrol)
)
(let ((gp-0 (-> *target* control trans)))
(let ((s5-0 (nav-enemy-test-point-near-nav-mesh? (-> *target* control shadow-pos)))
(s4-0 'racer)
(a1-0 (new 'stack-no-clear 'event-message-block))
)
(set! (-> a1-0 from) self)
(set! (-> a1-0 num-params) 1)
(set! (-> a1-0 message) 'query)
(set! (-> a1-0 param 0) (the-as uint 'mode))
(if (or (= s4-0 (send-event-function *target* a1-0)) (not s5-0))
(go-virtual nav-enemy-patrol)
)
)
(when (logtest? (-> *target* control status) (cshape-moving-flags onground))
(set! (-> self player-in-water) (logtest? (-> *target* control status) (cshape-moving-flags on-water)))
(if (-> self player-in-water)
(set-time! (-> self player-water-time))
)
)
(if (and *target* (>= 8192.0 (vector-vector-distance (-> self collide-info trans) (-> *target* control trans))))
(go-virtual nav-enemy-attack)
)
(cond
((-> self player-in-water)
(set-time! (-> self free-time))
(if (and (< (fabs (- (-> gp-0 y) (-> self collide-info trans y))) 40960.0)
(< (vector-vector-xz-distance gp-0 (-> self collide-info trans)) 24576.0)
)
(go-virtual nav-enemy-attack)
)
)
(else
(if (time-elapsed? (-> self free-time) (seconds 3))
(go-virtual nav-enemy-patrol)
)
)
)
)
(let ((a0-10 (-> self nav target-poly)))
(if (and a0-10 (logtest? (-> a0-10 pat) 2))
(set! (-> self target-speed) (* 2.0 (-> self chase-speed)))
(set! (-> self target-speed) (-> self chase-speed))
)
)
)
:code (behavior ()
(set-time! (-> self player-water-time))
(ja-channel-push! 1 (seconds 0.17))
(sound-play "bigshark-idle")
(loop
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info run-anim))
:num! (seek! max (-> self anim-speed))
:frame-num 0.0
)
(until (ja-done? 0)
(seek! (-> self anim-speed) 1.0 (* 3.0 (seconds-per-frame)))
(suspend)
(ja :num! (seek! max (-> self anim-speed)))
)
)
)
:post (behavior ()
(sharkey-get-player-position (-> self nav target-pos))
(nav-enemy-travel-post)
(let* ((f3-0 (vector-vector-distance (-> self collide-info trans) (-> self nav target-pos)))
(f1-2 (fmax 0.0 (fmin 1.0 (- 1.0 (/ (+ -24576.0 f3-0) (+ -24576.0 (-> self spawn-distance)))))))
(f0-2 (+ 0.5 (* 1.5 f1-2)))
)
(sound-play
"bigshark-alert"
:id (-> self sound-id)
:pitch f0-2
:position (the-as symbol (-> self collide-info trans))
)
)
)
)
(defstate nav-enemy-stop-chase (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:code (behavior ()
(ja-channel-push! 1 (seconds 0.17))
(loop
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info walk-anim))
:num! (seek! max (-> self anim-speed))
:frame-num 0.0
)
(until (ja-done? 0)
(seek! (-> self anim-speed) 1.0 0.05)
(seek! (-> self collide-info trans y) (-> self y-max) (* (-> self y-speed) (seconds-per-frame)))
(suspend)
(ja :num! (seek! max (-> self anim-speed)))
)
)
)
)
(defstate nav-enemy-stare (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:trans (behavior ()
(if (target-in-range? self (-> self nav-info notice-distance))
(go-virtual nav-enemy-chase)
)
(if (time-elapsed? (-> self state-time) (-> self state-timeout))
(go-virtual nav-enemy-patrol)
)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.17))
(ja :group! (-> self draw art-group data (-> self nav-info idle-anim)))
(ja :num-func num-func-identity :frame-num 0.0)
(loop
(ja :num! (loop! (-> self anim-speed)))
(seek! (-> self anim-speed) 1.0 0.05)
(seek! (-> self collide-info trans y) (-> self y-max) (* (-> self y-speed) (seconds-per-frame)))
(suspend)
)
)
)
(defstate nav-enemy-victory (sharkey)
:virtual #t
:event nav-enemy-default-event-handler
:code (behavior ()
(ja-channel-push! 1 (seconds 0.075))
(dotimes (gp-0 3)
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info victory-anim))
:num! (seek! max (-> self anim-speed))
:frame-num 0.0
)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max (-> self anim-speed)))
)
)
(go-virtual nav-enemy-stare)
)
)
(define *sharkey-nav-enemy-info* (new 'static 'nav-enemy-info
:idle-anim 2
:walk-anim 2
:turn-anim -1
:notice-anim 2
:run-anim 2
:jump-anim -1
:jump-land-anim -1
:victory-anim 2
:taunt-anim 2
:die-anim 2
:neck-joint -1
:player-look-at-joint 5
:run-travel-speed (meters 12)
:run-rotate-speed (degrees 1999.9999)
:run-acceleration (meters 6)
:run-turn-time (seconds 0.5)
:walk-travel-speed (meters 6)
:walk-rotate-speed (degrees 1999.9999)
:walk-acceleration (meters 6)
:walk-turn-time (seconds 0.5)
:attack-shove-back (meters 1)
:attack-shove-up (meters 0.5)
:shadow-size (meters 2)
:notice-nav-radius (meters 3)
:nav-nearest-y-threshold (meters 10)
:notice-distance (meters 500)
:stop-chase-distance (meters 510)
:frustration-distance (meters 8)
:frustration-time (seconds 4)
:die-anim-hold-frame 10000000000.0
:jump-land-anim-end-frame 10000000000.0
:jump-height-min (meters 1)
:jump-height-factor 0.5
:jump-start-anim-speed 1.0
:shadow-max-y (meters 1)
:shadow-min-y (meters -1)
:shadow-locus-dist (meters 150)
:use-align #f
:draw-shadow #f
:move-to-ground #f
:hover-if-no-ground #f
:use-momentum #t
:use-flee #f
:use-proximity-notice #f
:use-jump-blocked #f
:use-jump-patrol #f
:gnd-collide-with (collide-kind background)
:debug-draw-neck #f
:debug-draw-jump #f
)
)
(defmethod init-from-entity! ((this sharkey) (arg0 entity-actor))
(set! (-> this scale) (res-lump-float arg0 'scale :default 1.0))
(let ((s4-0 (new 'process 'collide-shape-moving this (collide-list-enum hit-by-player))))
(set! (-> s4-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s4-0 reaction) default-collision-reaction)
(set! (-> s4-0 no-reaction)
(the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing)
)
(let ((s3-0 (new 'process 'collide-shape-prim-sphere s4-0 (the-as uint 1))))
(set! (-> s3-0 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-0 collide-with) (collide-kind target))
(set! (-> s3-0 prim-core offense) (collide-offense normal-attack))
(set-vector! (-> s3-0 local-sphere) 0.0 0.0 0.0 (* 6144.0 (-> this scale)))
(set-root-prim! s4-0 s3-0)
)
(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
(backup-collide-with-as s4-0)
(set! (-> this collide-info) s4-0)
)
(process-drawable-from-entity! this arg0)
(initialize-skeleton this *sharkey-sg* '())
(init-defaults! this *sharkey-nav-enemy-info*)
(logclear! (-> this mask) (process-mask actor-pause))
(set! (-> this water) (new 'process 'water-control this 3 12288.0 8192.0 2048.0))
(set! (-> this water flags) (water-flags wt01 wt22 wt23))
(set! (-> this water height) (res-lump-float (-> this entity) 'water-height))
(set! (-> this water ripple-size) 20480.0)
(set! (-> this spawn-point quad) (-> this collide-info trans quad))
(set! (-> this collide-info nav-radius) 8192.0)
(set! (-> this nav nearest-y-threshold) 4096000.0)
(set! (-> this y-max) (- (-> this water height) (* 2048.0 (-> this scale))))
(set! (-> this y-min) (+ -49152.0 (-> this y-max)))
(set! (-> this collide-info trans y) (-> this y-min))
(set! (-> this anim-speed) 1.0)
(set-vector! (-> this collide-info scale) (-> this scale) (-> this scale) (-> this scale) 1.0)
(set! (-> this reaction-time)
(the-as time-frame (the int (* 300.0 (res-lump-float (-> this entity) 'delay :default 1.0))))
)
(set! (-> this spawn-distance) (res-lump-float (-> this entity) 'distance :default 122880.0))
(set! (-> this chase-speed) (res-lump-float (-> this entity) 'speed :default 49152.0))
(set! (-> this y-speed) (-> this chase-speed))
(set! (-> this enable-patrol) #f)
(set! (-> this sound-id) (new-sound-id))
(set! (-> this enemy-info cam-vert) 49152.0)
(go (method-of-object this nav-enemy-idle))
(none)
)