mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 08:51:22 +00:00
2186 lines
58 KiB
C
2186 lines
58 KiB
C
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/*
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==============================================================================
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MEDIC
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_medic.h"
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#define MEDIC_MIN_DISTANCE 32
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#define MEDIC_MAX_HEAL_DISTANCE 400
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#define MEDIC_TRY_TIME 10.0
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// FIXME -
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//
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// owner moved to monsterinfo.healer instead
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//
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// For some reason, the healed monsters are rarely ending up in the floor
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//
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// 5/15/1998 I think I fixed these, keep an eye on them
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qboolean visible (edict_t *self, edict_t *other);
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void M_SetEffects (edict_t *ent);
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qboolean FindTarget (edict_t *self);
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void HuntTarget (edict_t *self);
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void FoundTarget (edict_t *self);
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char *ED_NewString (char *string);
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void spawngrow_think (edict_t *self);
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void SpawnGrow_Spawn (vec3_t startpos, int size);
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void ED_CallSpawn (edict_t *ent);
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void M_FliesOff (edict_t *self);
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void M_FliesOn (edict_t *self);
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static int sound_idle1;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die;
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static int sound_sight;
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static int sound_search;
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static int sound_hook_launch;
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static int sound_hook_hit;
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static int sound_hook_heal;
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static int sound_hook_retract;
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// PMM - commander sounds
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static int commander_sound_idle1;
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static int commander_sound_pain1;
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static int commander_sound_pain2;
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static int commander_sound_die;
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static int commander_sound_sight;
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static int commander_sound_search;
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static int commander_sound_hook_launch;
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static int commander_sound_hook_hit;
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static int commander_sound_hook_heal;
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static int commander_sound_hook_retract;
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static int commander_sound_spawn;
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char * reinforcements[] = {
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{"monster_soldier_light"}, // 0
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{"monster_soldier"}, // 1
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{"monster_soldier_ss"}, // 2
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{"monster_infantry"}, // 3
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{"monster_gunner"}, // 4
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// {"monster_chick"}, // 4
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{"monster_medic"}, // 5
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{"monster_gladiator"} // 6
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};
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vec3_t reinforcement_mins[] = {
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{-16, -16, -24},
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{-16, -16, -24},
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{-16, -16, -24},
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{-16, -16, -24},
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{-16, -16, -24},
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{-16, -16, -24},
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{-32, -32, -24}
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};
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vec3_t reinforcement_maxs[] = {
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{16, 16, 32},
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{16, 16, 32},
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{16, 16, 32},
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{16, 16, 32},
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{16, 16, 32},
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{16, 16, 32},
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{32, 32, 64}
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};
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vec3_t reinforcement_position[] = {
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{80, 0, 0},
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{40, 60, 0},
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{40, -60, 0},
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{0, 80, 0},
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{0, -80, 0}
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};
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void cleanupHeal (edict_t *self, qboolean change_frame)
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{
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// clean up target, if we have one and it's legit
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if (self->enemy && self->enemy->inuse)
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{
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self->enemy->monsterinfo.healer = NULL;
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self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
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self->enemy->takedamage = DAMAGE_YES;
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M_SetEffects (self->enemy);
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}
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if (change_frame)
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self->monsterinfo.nextframe = FRAME_attack52;
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}
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void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark)
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{
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int hurt;
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static vec3_t pain_normal = { 0, 0, 1 };
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// clean up target
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cleanupHeal (self, change_frame);
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// gib em!
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if ((mark) && (self->enemy) && (self->enemy->inuse))
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("%s - marking target as bad\n", self->classname);
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// if the first badMedic slot is filled by a medic, skip it and use the second one
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if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse)
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&& (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) )
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{
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self->enemy->monsterinfo.badMedic2 = self;
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}
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else
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{
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self->enemy->monsterinfo.badMedic1 = self;
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}
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}
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if ((gib) && (self->enemy) && (self->enemy->inuse))
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("%s - gibbing bad heal target", self->classname);
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if(self->enemy->gib_health)
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hurt = - self->enemy->gib_health;
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else
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hurt = 500;
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T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin,
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pain_normal, hurt, 0, 0, MOD_UNKNOWN);
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}
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// clean up self
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self->monsterinfo.aiflags &= ~AI_MEDIC;
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if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy != self->enemy))
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{
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self->enemy = self->oldenemy;
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self->oldenemy = NULL;
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}
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else
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self->enemy = NULL;
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self->monsterinfo.medicTries = 0;
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}
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/*
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qboolean canReach (edict_t *self, edict_t *other)
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{
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vec3_t spot1;
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vec3_t spot2;
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trace_t trace;
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VectorCopy (self->s.origin, spot1);
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spot1[2] += self->viewheight;
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VectorCopy (other->s.origin, spot2);
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spot2[2] += other->viewheight;
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trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER);
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if (trace.fraction == 1.0 || trace.ent == other) // PGM
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return true;
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return false;
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}*/
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// Lazarus: embedded returns true if argument entity's bounding box intersects
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// a solid.
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qboolean embedded (edict_t *ent)
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{
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trace_t tr;
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tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,ent->s.origin,ent,MASK_MONSTERSOLID);
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if(tr.startsolid)
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return true;
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else
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return false;
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}
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edict_t *medic_FindDeadMonster (edict_t *self)
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{
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float radius;
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edict_t *ent = NULL;
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edict_t *best = NULL;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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radius = MEDIC_MAX_HEAL_DISTANCE;
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else
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radius = 1024;
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while ((ent = findradius(ent, self->s.origin, radius)) != NULL)
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{
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if (ent == self)
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continue;
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if (!(ent->svflags & SVF_MONSTER))
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continue;
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if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
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continue;
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// check to make sure we haven't bailed on this guy already
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if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
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continue;
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if (ent->monsterinfo.healer)
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// FIXME - this is correcting a bug that is somewhere else
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// if the healer is a monster, and it's in medic mode .. continue .. otherwise
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// we will override the healer, if it passes all the other tests
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if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
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(ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
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continue;
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if (ent->health > 0)
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continue;
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if ((ent->nextthink) && !((ent->think == M_FliesOn) || (ent->think == M_FliesOff)))
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continue;
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if (!visible(self, ent))
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// if (!canReach(self, ent))
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continue;
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if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
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continue;
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// FIXME - there's got to be a better way ..
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// make sure we don't spawn people right on top of us
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if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
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continue;
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if (!best)
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{
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best = ent;
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continue;
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}
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if (ent->max_health <= best->max_health)
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continue;
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best = ent;
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}
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// Knightmare- backup player enemy
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if ((self->enemy) && (self->enemy->client) && (self->enemy->health > 0) && !self->monsterinfo.last_player_enemy)
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self->monsterinfo.last_player_enemy = self->enemy;
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// Knightamre- don't overwrite oldenemy if not necessary
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if (best && !((self->enemy) && (self->oldenemy) && (self->enemy == self->oldenemy)) )
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{
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self->oldenemy = self->enemy;
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self->enemy = best;
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self->enemy->owner = best;
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self->monsterinfo.aiflags |= AI_MEDIC;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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self->monsterinfo.medicTries = 0;
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self->movetarget = self->goalentity = NULL;
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self->enemy->monsterinfo.healer = self;
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self->timestamp = level.time + MEDIC_TRY_TIME;
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FoundTarget (self);
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if(developer->value)
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gi.dprintf("medic found dead monster: %s at %s\n",
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best->classname,vtos(best->s.origin));
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}
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return best;
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}
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void medic_StopPatrolling (edict_t *self)
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{
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self->goalentity = NULL;
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self->movetarget = NULL;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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if(medic_FindDeadMonster(self))
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return;
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}
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if (has_valid_enemy(self))
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{
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if (visible(self, self->enemy))
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{
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FoundTarget (self);
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return;
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}
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HuntTarget (self);
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return;
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}
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if(self->monsterinfo.aiflags & AI_MEDIC)
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abortHeal(self,false,false,false);
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}
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void medic_NextPatrolPoint (edict_t *self, edict_t *hint)
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{
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edict_t *next=NULL;
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edict_t *e;
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vec3_t dir;
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qboolean switch_paths=false;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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// if(self->monsterinfo.aiflags & AI_MEDIC)
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// return;
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if(self->goalentity == hint)
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self->goalentity = NULL;
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if(self->movetarget == hint)
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self->movetarget = NULL;
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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if(medic_FindDeadMonster(self))
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return;
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}
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if(self->monsterinfo.pathdir == 1)
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{
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if(hint->hint_chain)
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next = hint->hint_chain;
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else
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{
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self->monsterinfo.pathdir = -1;
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switch_paths = true;
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}
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}
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if(self->monsterinfo.pathdir == -1)
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{
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e = hint_path_start[hint->hint_chain_id];
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while(e)
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{
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if(e->hint_chain == hint)
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{
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next = e;
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break;
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}
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e = e->hint_chain;
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}
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}
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if(!next)
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{
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self->monsterinfo.pathdir = 1;
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next = hint->hint_chain;
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switch_paths = true;
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}
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// If switch_paths is true, we reached the end of a hint_chain. Just for grins,
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// search for *another* visible hint_path chain and use it if it's reasonably close
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if(switch_paths && num_hint_paths > 1)
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{
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edict_t *e;
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edict_t *alternate=NULL;
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float dist;
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vec3_t dir;
|
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int i;
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float bestdistance=512;
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|
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for(i=game.maxclients+1; i<globals.num_edicts; i++)
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{
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e = &g_edicts[i];
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if(!e->inuse)
|
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continue;
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if(Q_stricmp(e->classname,"hint_path"))
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continue;
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if(next && (e->hint_chain_id == next->hint_chain_id))
|
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continue;
|
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if(!visible(self,e))
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continue;
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if(!canReach(self,e))
|
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continue;
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VectorSubtract(e->s.origin,self->s.origin,dir);
|
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dist = VectorLength(dir);
|
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if(dist < bestdistance)
|
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{
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alternate = e;
|
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bestdistance = dist;
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}
|
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}
|
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if(alternate)
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next = alternate;
|
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}
|
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if(next)
|
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{
|
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self->hint_chain_id = next->hint_chain_id;
|
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VectorSubtract(next->s.origin, self->s.origin, dir);
|
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self->ideal_yaw = vectoyaw(dir);
|
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self->goalentity = self->movetarget = next;
|
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self->monsterinfo.pausetime = 0;
|
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self->monsterinfo.aiflags |= AI_MEDIC_PATROL;
|
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self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
|
||
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// run for it
|
||
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self->monsterinfo.run (self);
|
||
|
}
|
||
|
else
|
||
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{
|
||
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self->monsterinfo.pausetime = level.time + 100000000;
|
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|
self->monsterinfo.stand (self);
|
||
|
}
|
||
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}
|
||
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|
||
|
void medic_idle (edict_t *self)
|
||
|
{
|
||
|
//edict_t *ent;
|
||
|
|
||
|
if(!(self->spawnflags & SF_MONSTER_AMBUSH))
|
||
|
{
|
||
|
// PMM - commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0);
|
||
|
}
|
||
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|
||
|
if(self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
{
|
||
|
// Then we must have reached this point after losing sight
|
||
|
// of our patient.
|
||
|
abortHeal(self,false,false,false);
|
||
|
}
|
||
|
|
||
|
/* if (!self->oldenemy)
|
||
|
{
|
||
|
ent = medic_FindDeadMonster(self);
|
||
|
if (ent)
|
||
|
{
|
||
|
self->oldenemy = self->enemy;
|
||
|
self->enemy = ent;
|
||
|
self->enemy->monsterinfo.healer = self;
|
||
|
self->monsterinfo.aiflags |= AI_MEDIC;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
}*/
|
||
|
if(medic_FindDeadMonster(self))
|
||
|
return;
|
||
|
|
||
|
// If the map has hint_paths, AND the medic isn't at a HOLD point_combat,
|
||
|
// AND the medic has previously called FoundTarget (trail_time set to
|
||
|
// level.time), then look for hint_path chain and follow it, hopefully
|
||
|
// to find monsters to resurrect
|
||
|
if(self->monsterinfo.aiflags & AI_HINT_TEST)
|
||
|
return;
|
||
|
|
||
|
if(hint_paths_present && !(self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||
|
&& ((self->monsterinfo.trail_time > 0) /*|| medic_test*/) )
|
||
|
{
|
||
|
edict_t *e;
|
||
|
edict_t *hint=NULL;
|
||
|
float dist;
|
||
|
vec3_t dir;
|
||
|
int i;
|
||
|
float bestdistance=99999;
|
||
|
|
||
|
for(i=game.maxclients+1; i<globals.num_edicts; i++)
|
||
|
{
|
||
|
e = &g_edicts[i];
|
||
|
if(!e->inuse)
|
||
|
continue;
|
||
|
if(Q_stricmp(e->classname,"hint_path"))
|
||
|
continue;
|
||
|
if(!visible(self,e))
|
||
|
continue;
|
||
|
if(!canReach(self,e))
|
||
|
continue;
|
||
|
VectorSubtract(e->s.origin,self->s.origin,dir);
|
||
|
dist = VectorLength(dir);
|
||
|
if(dist < bestdistance)
|
||
|
{
|
||
|
hint = e;
|
||
|
bestdistance = dist;
|
||
|
}
|
||
|
}
|
||
|
if(hint)
|
||
|
{
|
||
|
self->hint_chain_id = hint->hint_chain_id;
|
||
|
if(!self->monsterinfo.pathdir)
|
||
|
self->monsterinfo.pathdir = 1;
|
||
|
VectorSubtract(hint->s.origin, self->s.origin, dir);
|
||
|
self->ideal_yaw = vectoyaw(dir);
|
||
|
self->goalentity = self->movetarget = hint;
|
||
|
self->monsterinfo.pausetime = 0;
|
||
|
self->monsterinfo.aiflags |= AI_MEDIC_PATROL;
|
||
|
self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
|
||
|
// run for it
|
||
|
self->monsterinfo.run (self);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void medic_search (edict_t *self)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
|
||
|
// PMM - commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0);
|
||
|
|
||
|
if (!self->oldenemy)
|
||
|
{
|
||
|
ent = medic_FindDeadMonster(self);
|
||
|
if (ent)
|
||
|
{
|
||
|
self->oldenemy = self->enemy;
|
||
|
self->enemy = ent;
|
||
|
self->enemy->monsterinfo.healer = self;
|
||
|
self->monsterinfo.aiflags |= AI_MEDIC;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void medic_sight (edict_t *self, edict_t *other)
|
||
|
{
|
||
|
// PMM - commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t medic_frames_stand [] =
|
||
|
{
|
||
|
ai_stand, 0, medic_idle,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
ai_stand, 0, NULL,
|
||
|
|
||
|
};
|
||
|
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
|
||
|
|
||
|
void medic_stand (edict_t *self)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_stand;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t medic_frames_walk [] =
|
||
|
{
|
||
|
ai_walk, 6.2, NULL,
|
||
|
ai_walk, 18.1, NULL,
|
||
|
ai_walk, 1, NULL,
|
||
|
ai_walk, 9, NULL,
|
||
|
ai_walk, 10, NULL,
|
||
|
ai_walk, 9, NULL,
|
||
|
ai_walk, 11, NULL,
|
||
|
ai_walk, 11.6, NULL,
|
||
|
ai_walk, 2, NULL,
|
||
|
ai_walk, 9.9, NULL,
|
||
|
ai_walk, 14, NULL,
|
||
|
ai_walk, 9.3, NULL
|
||
|
};
|
||
|
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
|
||
|
|
||
|
void medic_walk (edict_t *self)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_walk;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t medic_frames_run [] =
|
||
|
{
|
||
|
ai_run, 18, NULL,
|
||
|
ai_run, 22.5, NULL,
|
||
|
ai_run, 25.4, monster_done_dodge,
|
||
|
ai_run, 23.4, NULL,
|
||
|
ai_run, 24, NULL,
|
||
|
ai_run, 35.6, NULL //pmm
|
||
|
|
||
|
};
|
||
|
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
|
||
|
|
||
|
void medic_run (edict_t *self)
|
||
|
{
|
||
|
monster_done_dodge (self);
|
||
|
if (!(self->monsterinfo.aiflags & AI_MEDIC))
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
|
||
|
ent = medic_FindDeadMonster(self);
|
||
|
// Knightmare- don't overwrite oldenemy if not necessary
|
||
|
if (ent && !((self->enemy) && (self->oldenemy) && (self->enemy == self->oldenemy)) )
|
||
|
{
|
||
|
self->oldenemy = self->enemy;
|
||
|
self->enemy = ent;
|
||
|
self->enemy->monsterinfo.healer = self;
|
||
|
self->monsterinfo.aiflags |= AI_MEDIC;
|
||
|
FoundTarget (self);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
// else if (!canReach(self, self->enemy))
|
||
|
// {
|
||
|
// abortHeal (self, 0);
|
||
|
// }
|
||
|
|
||
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||
|
self->monsterinfo.currentmove = &medic_move_stand;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &medic_move_run;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t medic_frames_pain1 [] =
|
||
|
{
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL
|
||
|
};
|
||
|
mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
|
||
|
|
||
|
mframe_t medic_frames_pain2 [] =
|
||
|
{
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL
|
||
|
};
|
||
|
mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
|
||
|
|
||
|
void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
|
||
|
{
|
||
|
monster_done_dodge (self);
|
||
|
|
||
|
if ((self->health < (self->max_health / 2)))
|
||
|
self->s.skinnum |= 1;
|
||
|
/*if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
self->s.skinnum = 3;
|
||
|
else
|
||
|
self->s.skinnum = 1;*/
|
||
|
|
||
|
if (level.time < self->pain_debounce_time)
|
||
|
return;
|
||
|
|
||
|
self->pain_debounce_time = level.time + 3;
|
||
|
|
||
|
if (skill->value == 3)
|
||
|
return; // no pain anims in nightmare
|
||
|
|
||
|
// if we're healing someone, we ignore pain
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
return;
|
||
|
|
||
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
{
|
||
|
if (damage < 35)
|
||
|
{
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
||
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
||
|
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
|
||
|
|
||
|
if (random() < (min(((float)damage * 0.005), 0.5))) // no more than 50% chance of big pain
|
||
|
self->monsterinfo.currentmove = &medic_move_pain2;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &medic_move_pain1;
|
||
|
}
|
||
|
else if (random() < 0.5)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_pain1;
|
||
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_pain2;
|
||
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
// PMM - clear duck flag
|
||
|
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||
|
monster_duck_up(self);
|
||
|
}
|
||
|
|
||
|
void medic_fire_blaster (edict_t *self)
|
||
|
{
|
||
|
vec3_t start;
|
||
|
vec3_t forward, right;
|
||
|
vec3_t end;
|
||
|
vec3_t dir;
|
||
|
int effect;
|
||
|
int damage = 2;
|
||
|
|
||
|
// paranoia checking
|
||
|
if (!(self->enemy && self->enemy->inuse))
|
||
|
return;
|
||
|
|
||
|
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
|
||
|
effect = EF_BLASTER;
|
||
|
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
|
||
|
effect = EF_HYPERBLASTER;
|
||
|
else
|
||
|
effect = 0;
|
||
|
|
||
|
AngleVectors (self->s.angles, forward, right, NULL);
|
||
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
|
||
|
|
||
|
VectorCopy (self->enemy->s.origin, end);
|
||
|
end[2] += self->enemy->viewheight;
|
||
|
|
||
|
// Lazarus fog reduction of accuracy
|
||
|
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
|
||
|
{
|
||
|
end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
||
|
end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
||
|
end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
||
|
}
|
||
|
|
||
|
VectorSubtract (end, start, dir);
|
||
|
if (!strcmp(self->enemy->classname, "tesla"))
|
||
|
damage = 3;
|
||
|
|
||
|
// medic commander shoots blaster2
|
||
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
// monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
|
||
|
monster_fire_blaster2 (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, effect);
|
||
|
else
|
||
|
monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_1, effect, BLASTER_ORANGE);
|
||
|
}
|
||
|
|
||
|
void medic_dead (edict_t *self)
|
||
|
{
|
||
|
VectorSet (self->mins, -16, -16, -24);
|
||
|
VectorSet (self->maxs, 16, 16, -8);
|
||
|
self->movetype = MOVETYPE_TOSS;
|
||
|
self->svflags |= SVF_DEADMONSTER;
|
||
|
self->nextthink = 0;
|
||
|
gi.linkentity (self);
|
||
|
M_FlyCheck (self);
|
||
|
|
||
|
// Lazarus monster fade
|
||
|
if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
||
|
{
|
||
|
self->think=FadeDieSink;
|
||
|
self->nextthink=level.time+corpse_fadetime->value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mframe_t medic_frames_death [] =
|
||
|
{
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL
|
||
|
};
|
||
|
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
|
||
|
|
||
|
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||
|
{
|
||
|
int n;
|
||
|
|
||
|
self->s.skinnum |= 1;
|
||
|
/*if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
self->s.skinnum = 3;
|
||
|
else
|
||
|
self->s.skinnum = 1*/
|
||
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
||
|
// if we had a pending patient, he was already freed up in Killed
|
||
|
|
||
|
// check for gib
|
||
|
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
|
||
|
{
|
||
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
||
|
for (n= 0; n < 2; n++)
|
||
|
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
|
||
|
for (n= 0; n < 4; n++)
|
||
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
||
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
||
|
self->deadflag = DEAD_DEAD;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self->deadflag == DEAD_DEAD)
|
||
|
return;
|
||
|
|
||
|
// regular death
|
||
|
// PMM
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0);
|
||
|
//
|
||
|
self->deadflag = DEAD_DEAD;
|
||
|
self->takedamage = DAMAGE_YES;
|
||
|
|
||
|
self->monsterinfo.currentmove = &medic_move_death;
|
||
|
}
|
||
|
|
||
|
mframe_t medic_frames_duck [] =
|
||
|
{
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, monster_duck_down,
|
||
|
ai_move, -1, monster_duck_hold,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL, // PMM - duck up used to be here
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, monster_duck_up,
|
||
|
ai_move, -1, NULL,
|
||
|
ai_move, -1, NULL
|
||
|
};
|
||
|
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
|
||
|
|
||
|
// PMM -- moved dodge code to after attack code so I can reference attack frames
|
||
|
|
||
|
mframe_t medic_frames_attackHyperBlaster [] =
|
||
|
{
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, medic_fire_blaster
|
||
|
};
|
||
|
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
|
||
|
|
||
|
|
||
|
void medic_continue (edict_t *self)
|
||
|
{
|
||
|
if (visible (self, self->enemy) )
|
||
|
if (random() <= 0.95)
|
||
|
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t medic_frames_attackBlaster [] =
|
||
|
{
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 5, NULL,
|
||
|
ai_charge, 5, NULL,
|
||
|
ai_charge, 3, NULL,
|
||
|
ai_charge, 2, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, medic_fire_blaster,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
|
||
|
};
|
||
|
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
|
||
|
|
||
|
|
||
|
void medic_hook_launch (edict_t *self)
|
||
|
{
|
||
|
// PMM - commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
static vec3_t medic_cable_offsets[] =
|
||
|
{
|
||
|
45.0, -9.2, 15.5,
|
||
|
48.4, -9.7, 15.2,
|
||
|
47.8, -9.8, 15.8,
|
||
|
47.3, -9.3, 14.3,
|
||
|
45.4, -10.1, 13.1,
|
||
|
41.9, -12.7, 12.0,
|
||
|
37.8, -15.8, 11.2,
|
||
|
34.3, -18.4, 10.7,
|
||
|
32.7, -19.7, 10.4,
|
||
|
32.7, -19.7, 10.4
|
||
|
};
|
||
|
|
||
|
void medic_cable_attack (edict_t *self)
|
||
|
{
|
||
|
vec3_t offset, start, end, f, r;
|
||
|
trace_t tr;
|
||
|
vec3_t dir;
|
||
|
// vec3_t angles;
|
||
|
float distance;
|
||
|
qboolean targ_nogib = false;
|
||
|
|
||
|
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB))
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic - aborting heal due to target's disappearance\n");
|
||
|
abortHeal (self, true, false, false);
|
||
|
return;
|
||
|
}
|
||
|
//Knightmare- don't heal insanes or actors or critters
|
||
|
if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor")
|
||
|
|| !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper")
|
||
|
|| !strcmp (self->enemy->classname, "monster_gekk"))
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic - not healing insane or actor or critter\n");
|
||
|
abortHeal (self, true, false, true);
|
||
|
return;
|
||
|
}
|
||
|
// Lazarus: check embeddment
|
||
|
if (embedded(self->enemy))
|
||
|
{
|
||
|
// gi.dprintf ("dead monster embedded in solid, aborting heal\n");
|
||
|
abortHeal (self, true, false, true);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// see if our enemy has changed to a client, or our target has more than 0 health,
|
||
|
// abort it .. we got switched to someone else due to damage
|
||
|
if ((self->enemy->client) || (self->enemy->health > 0))
|
||
|
{
|
||
|
// gi.dprintf ("medic - aborting heal due to target health > 0 or client\n");
|
||
|
abortHeal (self, true, false, false);
|
||
|
return;
|
||
|
}
|
||
|
AngleVectors (self->s.angles, f, r, NULL);
|
||
|
VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
|
||
|
G_ProjectSource (self->s.origin, offset, f, r, start);
|
||
|
|
||
|
// check for max distance
|
||
|
// not needed, done in checkattack
|
||
|
// check for min distance
|
||
|
VectorSubtract (start, self->enemy->s.origin, dir);
|
||
|
distance = VectorLength(dir);
|
||
|
if (distance < MEDIC_MIN_DISTANCE)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic - aborting heal due to proximity to target ");
|
||
|
abortHeal (self, true, false, false );
|
||
|
return;
|
||
|
}
|
||
|
/*if ((g_showlogic)&&(g_showlogic->value))
|
||
|
gi.dprintf ("distance to target is %f\n", distance);
|
||
|
if (distance > 300)
|
||
|
return;*/
|
||
|
|
||
|
// Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this
|
||
|
// results in monster entanglement
|
||
|
/*VectorNormalize(dir);
|
||
|
if(DotProduct(dir,f) < 0.)
|
||
|
{
|
||
|
gi.dprintf ("medic - aborting heal due to proximity to target ");
|
||
|
abortHeal (self, true, false, false);
|
||
|
return;
|
||
|
}*.
|
||
|
|
||
|
// check for min/max pitch
|
||
|
// PMM -- took out since it doesn't look bad when it fails
|
||
|
/*vectoangles (dir, angles);
|
||
|
if (angles[0] < -180)
|
||
|
angles[0] += 360;
|
||
|
if (fabs(angles[0]) > 45)
|
||
|
{
|
||
|
if ((g_showlogic) && (g_showlogic->value))
|
||
|
gi.dprintf ("medic - aborting heal due to bad angle\n");
|
||
|
abortHeal(self);
|
||
|
return;
|
||
|
}*/
|
||
|
|
||
|
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID);
|
||
|
if (tr.fraction != 1.0 && tr.ent != self->enemy)
|
||
|
{
|
||
|
if (tr.ent == world)
|
||
|
{
|
||
|
// give up on second try
|
||
|
if (self->monsterinfo.medicTries > 1)
|
||
|
{
|
||
|
abortHeal (self, true, false, true);
|
||
|
return;
|
||
|
}
|
||
|
self->monsterinfo.medicTries++;
|
||
|
cleanupHeal (self, 1);
|
||
|
return;
|
||
|
}
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n");
|
||
|
abortHeal (self, true, false, false);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self->s.frame == FRAME_attack43)
|
||
|
{
|
||
|
// PMM - commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0);
|
||
|
|
||
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
|
||
|
self->enemy->takedamage = DAMAGE_NO;
|
||
|
M_SetEffects (self->enemy);
|
||
|
}
|
||
|
else if (self->s.frame == FRAME_attack50)
|
||
|
{
|
||
|
vec3_t maxs;
|
||
|
|
||
|
//Knightmare- remember nogib flag for monsters that get resurrected
|
||
|
if ((!strcmp(self->enemy->classname, "monster_gekk") || !strcmp(self->enemy->classname, "monster_stalker"))
|
||
|
&& (self->enemy->spawnflags & 32))
|
||
|
targ_nogib = true;
|
||
|
else if (self->enemy->spawnflags & SF_MONSTER_NOGIB)
|
||
|
targ_nogib = true;
|
||
|
|
||
|
self->enemy->spawnflags = 0;
|
||
|
//now restore nogib flag
|
||
|
if ((!strcmp(self->enemy->classname, "monster_gekk") || !strcmp(self->enemy->classname, "monster_stalker"))
|
||
|
&& targ_nogib)
|
||
|
self->enemy->spawnflags |= 32;
|
||
|
else if (targ_nogib)
|
||
|
self->enemy->spawnflags |= SF_MONSTER_NOGIB;
|
||
|
|
||
|
self->enemy->monsterinfo.aiflags = 0;
|
||
|
self->enemy->target = NULL;
|
||
|
self->enemy->targetname = NULL;
|
||
|
self->enemy->combattarget = NULL;
|
||
|
self->enemy->deathtarget = NULL;
|
||
|
self->enemy->monsterinfo.healer = self;
|
||
|
//self->enemy->owner = self;
|
||
|
VectorCopy (self->enemy->maxs, maxs);
|
||
|
maxs[2] += 48; // compensate for change when they die
|
||
|
|
||
|
tr = gi.trace (self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID);
|
||
|
if (tr.startsolid || tr.allsolid)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("Spawn point obstructed, aborting heal!\n");
|
||
|
abortHeal (self, true, true, false);
|
||
|
return;
|
||
|
}
|
||
|
else if (tr.ent != world)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf("heal in entity %s\n", tr.ent->classname);
|
||
|
abortHeal (self, true, true, false);
|
||
|
return;
|
||
|
}
|
||
|
/* else if (tr.ent == world)
|
||
|
{
|
||
|
if ((g_showlogic) && (g_showlogic->value))
|
||
|
gi.dprintf ("heal in world, aborting!\n");
|
||
|
abortHeal (self, 1);
|
||
|
return;
|
||
|
}
|
||
|
*/ else
|
||
|
{
|
||
|
//self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
||
|
self->enemy->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT;
|
||
|
// Lazarus: reset initially dead monsters to use the INVERSE of their
|
||
|
// initial health, and force gib_health to default value
|
||
|
if (self->enemy->max_health < 0)
|
||
|
{
|
||
|
self->enemy->max_health = -self->enemy->max_health;
|
||
|
self->enemy->gib_health = 0;
|
||
|
}
|
||
|
self->enemy->health = self->enemy->max_health;
|
||
|
self->enemy->s.skinnum = 0;
|
||
|
self->enemy->takedamage = DAMAGE_AIM;
|
||
|
self->enemy->flags &= ~FL_NO_KNOCKBACK;
|
||
|
self->enemy->pain_debounce_time = 0;
|
||
|
self->enemy->damage_debounce_time = 0;
|
||
|
self->enemy->deadflag = DEAD_NO;
|
||
|
// turn off flies
|
||
|
if(self->enemy->s.effects & EF_FLIES)
|
||
|
M_FliesOff(self->enemy);
|
||
|
ED_CallSpawn (self->enemy);
|
||
|
self->enemy->monsterinfo.healer = NULL;
|
||
|
//self->enemy->owner = NULL;
|
||
|
|
||
|
// Knightmare- disable deadmonster_think
|
||
|
if (self->enemy->postthink)
|
||
|
self->enemy->postthink = NULL;
|
||
|
|
||
|
if (self->enemy->think)
|
||
|
{
|
||
|
self->enemy->nextthink = level.time;
|
||
|
self->enemy->think (self->enemy);
|
||
|
}
|
||
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
||
|
M_SetEffects(self->enemy);
|
||
|
//self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT;
|
||
|
self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
||
|
self->enemy->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT;
|
||
|
|
||
|
if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0)
|
||
|
&& (self->oldenemy != self->enemy)) // Knightmare- don't have monster attack himself
|
||
|
{ // turn healed monster on our enemy
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname);
|
||
|
self->enemy->enemy = self->oldenemy;
|
||
|
FoundTarget (self->enemy);
|
||
|
}
|
||
|
// Knightmare- maybe this will fix it
|
||
|
else if (self->monsterinfo.last_player_enemy && (self->monsterinfo.last_player_enemy->health > 0))
|
||
|
{
|
||
|
// gi.dprintf ("setting medic's healmonster's enemy to last player\n");
|
||
|
self->enemy->enemy = self->monsterinfo.last_player_enemy;
|
||
|
self->oldenemy = NULL;
|
||
|
FoundTarget (self->enemy);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if (g_showlogic && g_showlogic->value)
|
||
|
// gi.dprintf ("no valid enemy to set!\n");
|
||
|
self->enemy->enemy = NULL;
|
||
|
if (!FindTarget (self->enemy))
|
||
|
{
|
||
|
// no valid enemy, so stop acting
|
||
|
self->enemy->monsterinfo.pausetime = level.time + 100000000;
|
||
|
self->enemy->monsterinfo.stand (self->enemy);
|
||
|
}
|
||
|
self->enemy = NULL;
|
||
|
self->oldenemy = NULL;
|
||
|
if (!FindTarget (self))
|
||
|
{
|
||
|
// no valid enemy, so stop acting
|
||
|
self->monsterinfo.pausetime = level.time + 100000000;
|
||
|
self->monsterinfo.stand (self);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (self->s.frame == FRAME_attack44)
|
||
|
// PMM - medic commander sounds
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
// adjust start for beam origin being in middle of a segment
|
||
|
VectorMA (start, 8, f, start);
|
||
|
|
||
|
//Knightmare- if enemy went away, like after returning from another level, return
|
||
|
if (!self->enemy)
|
||
|
return;
|
||
|
// adjust end z for end spot since the monster is currently dead
|
||
|
VectorCopy (self->enemy->s.origin, end);
|
||
|
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
|
||
|
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
|
||
|
gi.WriteShort (self - g_edicts);
|
||
|
gi.WritePosition (start);
|
||
|
gi.WritePosition (end);
|
||
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
||
|
}
|
||
|
|
||
|
void medic_hook_retract (edict_t *self)
|
||
|
{
|
||
|
if (strcmp(self->classname, "monster_medic_commander"))
|
||
|
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
|
||
|
|
||
|
self->monsterinfo.aiflags &= ~AI_MEDIC;
|
||
|
if ((self->oldenemy) && (self->oldenemy->inuse)
|
||
|
// Knightmare- don't attack monster we just healed
|
||
|
&& (self->oldenemy != self->enemy))
|
||
|
{
|
||
|
// gi.dprintf ("setting medic's enemy to oldenemy\n");
|
||
|
self->enemy = self->oldenemy;
|
||
|
self->oldenemy = NULL;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
// Knightmare- maybe this will fix it
|
||
|
else if (self->monsterinfo.last_player_enemy && (self->monsterinfo.last_player_enemy->health > 0))
|
||
|
{
|
||
|
// gi.dprintf ("setting medic's enemy to last player\n");
|
||
|
self->enemy = self->monsterinfo.last_player_enemy;
|
||
|
self->monsterinfo.last_player_enemy = NULL;
|
||
|
self->oldenemy = NULL;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->enemy = NULL;
|
||
|
self->oldenemy = NULL;
|
||
|
if (!FindTarget (self))
|
||
|
{
|
||
|
// no valid enemy, so stop acting
|
||
|
self->monsterinfo.pausetime = level.time + 100000000;
|
||
|
self->monsterinfo.stand (self);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mframe_t medic_frames_attackCable [] =
|
||
|
{
|
||
|
// ROGUE - negated 36-40 so he scoots back from his target a little
|
||
|
// ROGUE - switched 33-36 to ai_charge
|
||
|
// ROGUE - changed frame 52 to 0 to compensate for changes in 36-40
|
||
|
ai_charge, 2, NULL, //33
|
||
|
ai_charge, 3, NULL,
|
||
|
ai_charge, 5, NULL,
|
||
|
ai_charge, -4.4, NULL, //36
|
||
|
ai_charge, -4.7, NULL, //37
|
||
|
ai_charge, -5, NULL,
|
||
|
ai_charge, -6, NULL,
|
||
|
ai_charge, -4, NULL, //40
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_move, 0, medic_hook_launch, //42
|
||
|
ai_move, 0, medic_cable_attack, //43
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack,
|
||
|
ai_move, 0, medic_cable_attack, //51
|
||
|
ai_move, 0, medic_hook_retract, //52
|
||
|
ai_move, -1.5, NULL,
|
||
|
ai_move, -1.2, NULL,
|
||
|
ai_move, -3, NULL,
|
||
|
ai_move, -2, NULL,
|
||
|
ai_move, 0.3, NULL,
|
||
|
ai_move, 0.7, NULL,
|
||
|
ai_move, 1.2, NULL,
|
||
|
ai_move, 1.3, NULL //60
|
||
|
};
|
||
|
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
|
||
|
|
||
|
|
||
|
void medic_start_spawn (edict_t *self)
|
||
|
{
|
||
|
gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
|
||
|
self->monsterinfo.nextframe = FRAME_attack48;
|
||
|
}
|
||
|
|
||
|
void medic_determine_spawn (edict_t *self)
|
||
|
{
|
||
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
||
|
float lucky;
|
||
|
int summonStr;
|
||
|
int count;
|
||
|
int inc;
|
||
|
int num_summoned; // should be 1, 3, or 5
|
||
|
int num_success = 0;
|
||
|
|
||
|
lucky = random();
|
||
|
summonStr = skill->value;
|
||
|
|
||
|
// bell curve - 0 = 67%, 1 = 93%, 2 = 99% -- too steep
|
||
|
// this ends up with
|
||
|
// -3 = 5%
|
||
|
// -2 = 10%
|
||
|
// -1 = 15%
|
||
|
// 0 = 40%
|
||
|
// +1 = 15%
|
||
|
// +2 = 10%
|
||
|
// +3 = 5%
|
||
|
if (lucky < 0.05)
|
||
|
summonStr -= 3;
|
||
|
else if (lucky < 0.15)
|
||
|
summonStr -= 2;
|
||
|
else if (lucky < 0.3)
|
||
|
summonStr -= 1;
|
||
|
else if (lucky > 0.95)
|
||
|
summonStr += 3;
|
||
|
else if (lucky > 0.85)
|
||
|
summonStr += 2;
|
||
|
else if (lucky > 0.7)
|
||
|
summonStr += 1;
|
||
|
if (summonStr < 0)
|
||
|
summonStr = 0;
|
||
|
|
||
|
//FIXME - need to remember this, might as well use this int that isn't used for monsters
|
||
|
self->plat2flags = summonStr;
|
||
|
AngleVectors (self->s.angles, f, r, NULL);
|
||
|
|
||
|
// this yields either 1, 3, or 5
|
||
|
if (summonStr)
|
||
|
num_summoned = (summonStr - 1) + (summonStr % 2);
|
||
|
else
|
||
|
num_summoned = 1;
|
||
|
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned);
|
||
|
|
||
|
for (count = 0; count < num_summoned; count++)
|
||
|
{
|
||
|
inc = count + (count%2); // 0, 2, 2, 4, 4
|
||
|
VectorCopy (reinforcement_position[count], offset);
|
||
|
|
||
|
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
|
||
|
// a little off the ground
|
||
|
startpoint[2] += 10;
|
||
|
|
||
|
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
|
||
|
{
|
||
|
if (CheckGroundSpawnPoint(spawnpoint,
|
||
|
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
|
||
|
256, -1))
|
||
|
{
|
||
|
num_success++;
|
||
|
// we found a spot, we're done here
|
||
|
count = num_summoned;
|
||
|
}
|
||
|
// else if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: CheckGroundSpawnPoint says bad stuff down there!\n");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (num_success == 0)
|
||
|
{
|
||
|
for (count = 0; count < num_summoned; count++)
|
||
|
{
|
||
|
inc = count + (count%2); // 0, 2, 2, 4, 4
|
||
|
VectorCopy (reinforcement_position[count], offset);
|
||
|
|
||
|
// check behind
|
||
|
offset[0] *= -1.0;
|
||
|
offset[1] *= -1.0;
|
||
|
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
|
||
|
// a little off the ground
|
||
|
startpoint[2] += 10;
|
||
|
|
||
|
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
|
||
|
{
|
||
|
if (CheckGroundSpawnPoint(spawnpoint,
|
||
|
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
|
||
|
256, -1))
|
||
|
{
|
||
|
num_success++;
|
||
|
// we found a spot, we're done here
|
||
|
count = num_summoned;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (num_success)
|
||
|
{
|
||
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
||
|
self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180;
|
||
|
if (self->ideal_yaw > 360.0)
|
||
|
self->ideal_yaw -= 360.0;
|
||
|
// self->plat2flags *= -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (num_success == 0)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: failed to find any spawn points, aborting!\n");
|
||
|
self->monsterinfo.nextframe = FRAME_attack53;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void medic_spawngrows (edict_t *self)
|
||
|
{
|
||
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
||
|
int summonStr;
|
||
|
int count;
|
||
|
int inc;
|
||
|
int num_summoned; // should be 1, 3, or 5
|
||
|
int num_success = 0;
|
||
|
float current_yaw;
|
||
|
qboolean behind = false;
|
||
|
|
||
|
// if we've been directed to turn around
|
||
|
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
|
||
|
{
|
||
|
current_yaw = anglemod(self->s.angles[YAW]);
|
||
|
if (fabs(current_yaw - self->ideal_yaw) > 0.1)
|
||
|
{
|
||
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// done turning around
|
||
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
||
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
||
|
}
|
||
|
|
||
|
// if (self->plat2flags < 0)
|
||
|
// {
|
||
|
// summonStr = -1.0 * self->plat2flags;
|
||
|
// behind = true;
|
||
|
// }
|
||
|
// else
|
||
|
summonStr = self->plat2flags;
|
||
|
|
||
|
AngleVectors (self->s.angles, f, r, NULL);
|
||
|
|
||
|
// num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5
|
||
|
if (summonStr)
|
||
|
num_summoned = (summonStr - 1) + (summonStr % 2);
|
||
|
else
|
||
|
num_summoned = 1;
|
||
|
|
||
|
for (count = 0; count < num_summoned; count++)
|
||
|
{
|
||
|
inc = count + (count%2); // 0, 2, 2, 4, 4
|
||
|
VectorCopy (reinforcement_position[count], offset);
|
||
|
|
||
|
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
|
||
|
// a little off the ground
|
||
|
startpoint[2] += 10;
|
||
|
|
||
|
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
|
||
|
{
|
||
|
if (CheckGroundSpawnPoint(spawnpoint,
|
||
|
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
|
||
|
256, -1))
|
||
|
{
|
||
|
num_success++;
|
||
|
if ((summonStr-inc) > 3)
|
||
|
SpawnGrow_Spawn (spawnpoint, 1); // big monster
|
||
|
else
|
||
|
SpawnGrow_Spawn (spawnpoint, 0); // normal size
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (num_success == 0)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: spawngrows bad, aborting!\n");
|
||
|
self->monsterinfo.nextframe = FRAME_attack53;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void medic_finish_spawn (edict_t *self)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
||
|
int summonStr;
|
||
|
int count;
|
||
|
int inc;
|
||
|
int num_summoned; // should be 1, 3, or 5
|
||
|
qboolean behind = false;
|
||
|
edict_t *designated_enemy;
|
||
|
|
||
|
// trace_t tr;
|
||
|
// vec3_t mins, maxs;
|
||
|
|
||
|
// this is one bigger than the soldier's real mins .. just for paranoia's sake
|
||
|
// VectorSet (mins, -17, -17, -25);
|
||
|
// VectorSet (maxs, 17, 17, 33);
|
||
|
|
||
|
//FIXME - better place to store this info?
|
||
|
if (self->plat2flags < 0)
|
||
|
{
|
||
|
behind = true;
|
||
|
self->plat2flags *= -1;
|
||
|
}
|
||
|
summonStr = self->plat2flags;
|
||
|
|
||
|
AngleVectors (self->s.angles, f, r, NULL);
|
||
|
|
||
|
// num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5
|
||
|
if (summonStr)
|
||
|
num_summoned = (summonStr - 1) + (summonStr % 2);
|
||
|
else
|
||
|
num_summoned = 1;
|
||
|
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned);
|
||
|
|
||
|
for (count = 0; count < num_summoned; count++)
|
||
|
{
|
||
|
inc = count + (count%2); // 0, 2, 2, 4, 4
|
||
|
VectorCopy (reinforcement_position[count], offset);
|
||
|
|
||
|
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
|
||
|
|
||
|
// a little off the ground
|
||
|
startpoint[2] += 10;
|
||
|
|
||
|
ent = NULL;
|
||
|
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
|
||
|
{
|
||
|
if (CheckSpawnPoint (spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc]))
|
||
|
ent = CreateGroundMonster (spawnpoint, self->s.angles,
|
||
|
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
|
||
|
reinforcements[summonStr-inc], 256);
|
||
|
// else if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("CheckSpawnPoint failed volume check!\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("FindSpawnPoint failed to find a point!\n");
|
||
|
}
|
||
|
|
||
|
if (!ent)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("Spawn point obstructed for %s, aborting!\n", reinforcements[summonStr-inc]);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
|
||
|
|
||
|
if (ent->think)
|
||
|
{
|
||
|
ent->nextthink = level.time;
|
||
|
ent->think (ent);
|
||
|
}
|
||
|
|
||
|
//ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT|AI_SPAWNED_MEDIC_C;
|
||
|
ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
||
|
ent->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT|MFL_SPAWNED_MEDIC_C;
|
||
|
ent->monsterinfo.commander = self;
|
||
|
self->monsterinfo.monster_slots--;
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("medic_commander: %d slots remaining\n", self->monsterinfo.monster_slots);
|
||
|
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
designated_enemy = self->oldenemy;
|
||
|
else
|
||
|
designated_enemy = self->enemy;
|
||
|
|
||
|
if (coop && coop->value)
|
||
|
{
|
||
|
designated_enemy = PickCoopTarget(ent);
|
||
|
if (designated_enemy)
|
||
|
{
|
||
|
// try to avoid using my enemy
|
||
|
if (designated_enemy == self->enemy)
|
||
|
{
|
||
|
designated_enemy = PickCoopTarget(ent);
|
||
|
if (designated_enemy)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// {
|
||
|
// gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname);
|
||
|
// if (designated_enemy->client)
|
||
|
// gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname);
|
||
|
// else
|
||
|
// gi.dprintf ("NOT A CLIENT\n");
|
||
|
// }
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("pick coop failed, using my current enemy\n");
|
||
|
designated_enemy = self->enemy;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("pick coop failed, using my current enemy\n");
|
||
|
designated_enemy = self->enemy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0))
|
||
|
{
|
||
|
// fixme
|
||
|
// if ((g_showlogic) && (g_showlogic -> value))
|
||
|
// gi.dprintf ("setting enemy to %s\n", designated_enemy->classname);
|
||
|
ent->enemy = designated_enemy;
|
||
|
FoundTarget (ent);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->enemy = NULL;
|
||
|
ent->monsterinfo.stand (ent);
|
||
|
}
|
||
|
// ent->s.event = EV_PLAYER_TELEPORT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mframe_t medic_frames_callReinforcements [] =
|
||
|
{
|
||
|
// ROGUE - 33-36 now ai_charge
|
||
|
ai_charge, 2, NULL, //33
|
||
|
ai_charge, 3, NULL,
|
||
|
ai_charge, 5, NULL,
|
||
|
ai_charge, 4.4, NULL, //36
|
||
|
ai_charge, 4.7, NULL,
|
||
|
ai_charge, 5, NULL,
|
||
|
ai_charge, 6, NULL,
|
||
|
ai_charge, 4, NULL, //40
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_move, 0, medic_start_spawn, //42
|
||
|
ai_move, 0, NULL, //43 -- 43 through 47 are skipped
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, NULL,
|
||
|
ai_move, 0, medic_determine_spawn, //48
|
||
|
ai_charge, 0, medic_spawngrows, //49
|
||
|
ai_move, 0, NULL, //50
|
||
|
ai_move, 0, NULL, //51
|
||
|
ai_move, -15, medic_finish_spawn, //52
|
||
|
ai_move, -1.5, NULL,
|
||
|
ai_move, -1.2, NULL,
|
||
|
ai_move, -3, NULL,
|
||
|
ai_move, -2, NULL,
|
||
|
ai_move, 0.3, NULL,
|
||
|
ai_move, 0.7, NULL,
|
||
|
ai_move, 1.2, NULL,
|
||
|
ai_move, 1.3, NULL //60
|
||
|
};
|
||
|
mmove_t medic_move_callReinforcements = {FRAME_attack33, FRAME_attack60, medic_frames_callReinforcements, medic_run};
|
||
|
|
||
|
void medic_attack(edict_t *self)
|
||
|
{
|
||
|
int enemy_range;
|
||
|
float r;
|
||
|
|
||
|
monster_done_dodge (self);
|
||
|
|
||
|
enemy_range = range(self, self->enemy);
|
||
|
|
||
|
// signal from checkattack to spawn
|
||
|
if (self->monsterinfo.aiflags & AI_BLOCKED)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_callReinforcements;
|
||
|
self->monsterinfo.aiflags &= ~AI_BLOCKED;
|
||
|
}
|
||
|
|
||
|
r = random();
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
{
|
||
|
if ((strcmp(self->classname, "monster_medic_commander") == 0) && (r > 0.8) && (self->monsterinfo.monster_slots > 2))
|
||
|
self->monsterinfo.currentmove = &medic_move_callReinforcements;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &medic_move_attackCable;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (self->monsterinfo.attack_state == AS_BLIND)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_callReinforcements;
|
||
|
return;
|
||
|
}
|
||
|
if ((strcmp(self->classname, "monster_medic_commander") == 0) && (r > 0.2) && (enemy_range != RANGE_MELEE) && (self->monsterinfo.monster_slots > 2))
|
||
|
self->monsterinfo.currentmove = &medic_move_callReinforcements;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &medic_move_attackBlaster;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qboolean medic_checkattack (edict_t *self)
|
||
|
{
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
{
|
||
|
// if our target went away
|
||
|
if ((!self->enemy) || (!self->enemy->inuse))
|
||
|
{
|
||
|
// if (g_showlogic && g_showlogic->value)
|
||
|
// gi.dprintf ("aborting heal target due to gib\n");
|
||
|
abortHeal (self, true, false, false);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if we ran out of time, give up
|
||
|
if (self->timestamp < level.time)
|
||
|
{
|
||
|
// if (g_showlogic && g_showlogic->value)
|
||
|
// gi.dprintf ("aborting heal target (%s) due to time\n", self->enemy->classname);
|
||
|
abortHeal (self, true, false, true);
|
||
|
self->timestamp = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE+10)
|
||
|
{
|
||
|
medic_attack(self);
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self->enemy->client && !visible (self, self->enemy) && (self->monsterinfo.monster_slots > 2))
|
||
|
{
|
||
|
self->monsterinfo.attack_state = AS_BLIND;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// give a LARGE bias to spawning things when we have room
|
||
|
// use AI_BLOCKED as a signal to attack to spawn
|
||
|
if ((random() < 0.8) && (self->monsterinfo.monster_slots > 5) && (realrange(self, self->enemy) > 150))
|
||
|
{
|
||
|
self->monsterinfo.aiflags |= AI_BLOCKED;
|
||
|
self->monsterinfo.attack_state = AS_MISSILE;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ROGUE
|
||
|
// since his idle animation looks kinda bad in combat, if we're not in easy mode, always attack
|
||
|
// when he's on a combat point
|
||
|
if (skill->value > 0)
|
||
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||
|
{
|
||
|
self->monsterinfo.attack_state = AS_MISSILE;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return M_CheckAttack (self);
|
||
|
}
|
||
|
/*
|
||
|
void medic_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
|
||
|
{
|
||
|
|
||
|
if (random() > 0.25)
|
||
|
return;
|
||
|
|
||
|
if (!self->enemy)
|
||
|
self->enemy = attacker;
|
||
|
|
||
|
self->monsterinfo.currentmove = &medic_move_duck;
|
||
|
|
||
|
//===========
|
||
|
//PMM - rogue rewrite of dodge code.
|
||
|
float r;
|
||
|
float height;
|
||
|
int shooting = 0;
|
||
|
|
||
|
// this needs to be before the AI_MEDIC check, because
|
||
|
// a) if AI_MEDIC is set, we should have an enemy anyway and
|
||
|
// b) FoundTarget calls medic_run, which can set AI_MEDIC
|
||
|
if (!self->enemy)
|
||
|
{
|
||
|
self->enemy = attacker;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
|
||
|
// don't dodge if you're healing
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
return;
|
||
|
|
||
|
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
|
||
|
// seeing numbers like 13 and 14)
|
||
|
if ((eta < 0.1) || (eta > 5))
|
||
|
return;
|
||
|
|
||
|
r = random();
|
||
|
if (r > (0.25*((skill->value)+1)))
|
||
|
return;
|
||
|
|
||
|
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackBlaster))
|
||
|
{
|
||
|
shooting = 1;
|
||
|
}
|
||
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
||
|
{
|
||
|
height = self->absmax[2];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
|
||
|
}
|
||
|
|
||
|
// check to see if it makes sense to duck
|
||
|
if (tr->endpos[2] <= height)
|
||
|
{
|
||
|
vec3_t right, diff;
|
||
|
if (shooting)
|
||
|
{
|
||
|
self->monsterinfo.attack_state = AS_SLIDING;
|
||
|
return;
|
||
|
}
|
||
|
AngleVectors (self->s.angles, NULL, right, NULL);
|
||
|
VectorSubtract (tr->endpos, self->s.origin, diff);
|
||
|
if (DotProduct (right, diff) < 0)
|
||
|
{
|
||
|
self->monsterinfo.lefty = 1;
|
||
|
}
|
||
|
// if it doesn't sense to duck, try to strafe away
|
||
|
monster_done_dodge (self);
|
||
|
self->monsterinfo.currentmove = &medic_move_run;
|
||
|
self->monsterinfo.attack_state = AS_SLIDING;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (skill->value == 0)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_duck;
|
||
|
// PMM - stupid dodge
|
||
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
||
|
self->monsterinfo.aiflags |= AI_DODGING;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!shooting)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &medic_move_duck;
|
||
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
||
|
self->monsterinfo.aiflags |= AI_DODGING;
|
||
|
}
|
||
|
return;
|
||
|
|
||
|
//PMM
|
||
|
//===========
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
void MedicCommanderCache (void)
|
||
|
{
|
||
|
//edict_t *newEnt;
|
||
|
int modelidx;
|
||
|
//int i;
|
||
|
|
||
|
//Knightmare- this is not needed and crashes some maps
|
||
|
/* //FIXME - better way to do this? this is quick and dirty
|
||
|
for (i=0; i < 7; i++)
|
||
|
{
|
||
|
newEnt = G_Spawn();
|
||
|
|
||
|
VectorCopy(vec3_origin, newEnt->s.origin);
|
||
|
VectorCopy(vec3_origin, newEnt->s.angles);
|
||
|
newEnt->classname = ED_NewString (reinforcements[i]);
|
||
|
|
||
|
//newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
||
|
newEnt->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT;
|
||
|
|
||
|
ED_CallSpawn(newEnt);
|
||
|
// FIXME - could copy mins/maxs into reinforcements from here
|
||
|
G_FreeEdict (newEnt);
|
||
|
}
|
||
|
*/
|
||
|
modelidx = gi.modelindex("models/items/spawngro/tris.md2");
|
||
|
modelidx = gi.modelindex("models/items/spawngro2/tris.md2");
|
||
|
}
|
||
|
|
||
|
void medic_duck (edict_t *self, float eta)
|
||
|
{
|
||
|
// don't dodge if you're healing
|
||
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
||
|
return;
|
||
|
|
||
|
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_callReinforcements))
|
||
|
{
|
||
|
// he ignores skill
|
||
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (skill->value == 0)
|
||
|
// PMM - stupid dodge
|
||
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
||
|
else
|
||
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
||
|
|
||
|
// has to be done immediately otherwise he can get stuck
|
||
|
monster_duck_down(self);
|
||
|
|
||
|
self->monsterinfo.nextframe = FRAME_duck1;
|
||
|
self->monsterinfo.currentmove = &medic_move_duck;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
void medic_sidestep (edict_t *self)
|
||
|
{
|
||
|
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
|
||
|
(self->monsterinfo.currentmove == &medic_move_callReinforcements))
|
||
|
{
|
||
|
// if we're shooting, and not on easy, don't dodge
|
||
|
if (skill->value)
|
||
|
{
|
||
|
self->monsterinfo.aiflags &= ~AI_DODGING;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self->monsterinfo.currentmove != &medic_move_run)
|
||
|
self->monsterinfo.currentmove = &medic_move_run;
|
||
|
}
|
||
|
|
||
|
//===========
|
||
|
//PGM
|
||
|
qboolean medic_blocked (edict_t *self, float dist)
|
||
|
{
|
||
|
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
|
||
|
return true;
|
||
|
|
||
|
if(blocked_checkplat (self, dist))
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
//PGM
|
||
|
//===========
|
||
|
|
||
|
/*QUAKED monster_medic_commander (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
|
||
|
*/
|
||
|
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
|
||
|
*/
|
||
|
void SP_monster_medic (edict_t *self)
|
||
|
{
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
self->movetype = MOVETYPE_STEP;
|
||
|
self->solid = SOLID_BBOX;
|
||
|
|
||
|
// Lazarus: special purpose skins
|
||
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
self->s.skinnum = 2;
|
||
|
if ( self->style )
|
||
|
{
|
||
|
PatchMonsterModel("models/monsters/medic/tris.md2");
|
||
|
self->s.skinnum += self->style * 4;
|
||
|
}
|
||
|
|
||
|
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
|
||
|
VectorSet (self->mins, -24, -24, -24);
|
||
|
VectorSet (self->maxs, 24, 24, 32);
|
||
|
|
||
|
//PMM
|
||
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
{
|
||
|
if(!self->health)
|
||
|
self->health = 600; // fixme
|
||
|
if(!self->gib_health)
|
||
|
self->gib_health = -150;
|
||
|
if(!self->mass)
|
||
|
self->mass = 600;
|
||
|
//PMM
|
||
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
||
|
self->yaw_speed = 40; // default is 20
|
||
|
MedicCommanderCache();
|
||
|
// Knightmare- precache blaster bolt
|
||
|
gi.modelindex ("models/proj/laser2/tris.md2");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//PMM
|
||
|
if(!self->health)
|
||
|
self->health = 300;
|
||
|
if(!self->gib_health)
|
||
|
self->gib_health = -150;
|
||
|
if(!self->mass)
|
||
|
self->mass = 400;
|
||
|
}
|
||
|
|
||
|
self->pain = medic_pain;
|
||
|
self->die = medic_die;
|
||
|
|
||
|
self->monsterinfo.stand = medic_stand;
|
||
|
self->monsterinfo.walk = medic_walk;
|
||
|
self->monsterinfo.run = medic_run;
|
||
|
// pmm
|
||
|
self->monsterinfo.dodge = M_MonsterDodge;
|
||
|
self->monsterinfo.duck = medic_duck;
|
||
|
self->monsterinfo.unduck = monster_duck_up;
|
||
|
self->monsterinfo.sidestep = medic_sidestep;
|
||
|
// self->monsterinfo.dodge = medic_dodge;
|
||
|
// pmm
|
||
|
self->monsterinfo.attack = medic_attack;
|
||
|
self->monsterinfo.melee = NULL;
|
||
|
self->monsterinfo.sight = medic_sight;
|
||
|
self->monsterinfo.idle = medic_idle;
|
||
|
self->monsterinfo.search = medic_search;
|
||
|
self->monsterinfo.checkattack = medic_checkattack;
|
||
|
self->monsterinfo.blocked = medic_blocked;
|
||
|
|
||
|
if (!self->blood_type)
|
||
|
self->blood_type = 3; //sparks and blood
|
||
|
|
||
|
// Lazarus
|
||
|
if(self->powerarmor)
|
||
|
{
|
||
|
if (self->powerarmortype == 1)
|
||
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
||
|
else
|
||
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
||
|
self->monsterinfo.power_armor_power = self->powerarmor;
|
||
|
}
|
||
|
if(!self->monsterinfo.flies && strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
self->monsterinfo.flies = 0.10;
|
||
|
else if(!self->monsterinfo.flies)
|
||
|
self->monsterinfo.flies = 0.15;
|
||
|
|
||
|
gi.linkentity (self);
|
||
|
|
||
|
self->monsterinfo.currentmove = &medic_move_stand;
|
||
|
self->monsterinfo.scale = MODEL_SCALE;
|
||
|
|
||
|
walkmonster_start (self);
|
||
|
|
||
|
//PMM
|
||
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
||
|
|
||
|
|
||
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
||
|
{
|
||
|
// self->s.skinnum = 2;
|
||
|
if (skill->value == 0)
|
||
|
self->monsterinfo.monster_slots = 3;
|
||
|
else if (skill->value == 1)
|
||
|
self->monsterinfo.monster_slots = 4;
|
||
|
else if (skill->value == 2)
|
||
|
self->monsterinfo.monster_slots = 6;
|
||
|
else if (skill->value == 3)
|
||
|
self->monsterinfo.monster_slots = 8;
|
||
|
// commander sounds
|
||
|
commander_sound_idle1 = gi.soundindex ("medic_commander/medidle.wav");
|
||
|
commander_sound_pain1 = gi.soundindex ("medic_commander/medpain1.wav");
|
||
|
commander_sound_pain2 = gi.soundindex ("medic_commander/medpain2.wav");
|
||
|
commander_sound_die = gi.soundindex ("medic_commander/meddeth.wav");
|
||
|
commander_sound_sight = gi.soundindex ("medic_commander/medsght.wav");
|
||
|
commander_sound_search = gi.soundindex ("medic_commander/medsrch.wav");
|
||
|
commander_sound_hook_launch = gi.soundindex ("medic_commander/medatck2c.wav");
|
||
|
commander_sound_hook_hit = gi.soundindex ("medic_commander/medatck3a.wav");
|
||
|
commander_sound_hook_heal = gi.soundindex ("medic_commander/medatck4a.wav");
|
||
|
commander_sound_hook_retract = gi.soundindex ("medic_commander/medatck5a.wav");
|
||
|
commander_sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
|
||
|
gi.soundindex ("tank/tnkatck3.wav");
|
||
|
|
||
|
self->common_name = "Medic Commander"; //Knightmare
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sound_idle1 = gi.soundindex ("medic/idle.wav");
|
||
|
sound_pain1 = gi.soundindex ("medic/medpain1.wav");
|
||
|
sound_pain2 = gi.soundindex ("medic/medpain2.wav");
|
||
|
sound_die = gi.soundindex ("medic/meddeth1.wav");
|
||
|
sound_sight = gi.soundindex ("medic/medsght1.wav");
|
||
|
sound_search = gi.soundindex ("medic/medsrch1.wav");
|
||
|
sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
|
||
|
sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
|
||
|
sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
|
||
|
sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
|
||
|
gi.soundindex ("medic/medatck1.wav");
|
||
|
|
||
|
// self->s.skinnum = 0;
|
||
|
self->common_name = "Medic"; //Knightmare
|
||
|
}
|
||
|
//pmm
|
||
|
}
|