/* ============================================================================== chick ============================================================================== */ #include "g_local.h" #include "m_chick.h" // ROGUE #define LEAD_TARGET 1 // ROGUE qboolean visible (edict_t *self, edict_t *other); void chick_stand (edict_t *self); void chick_run (edict_t *self); void chick_reslash(edict_t *self); void chick_rerocket(edict_t *self); void chick_attack1(edict_t *self); static int sound_missile_prelaunch; static int sound_missile_launch; static int sound_melee_swing; static int sound_melee_hit; static int sound_missile_reload; static int sound_death1; static int sound_death2; static int sound_fall_down; static int sound_idle1; static int sound_idle2; static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_sight; static int sound_search; void ChickMoan (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) { if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0); } } mframe_t chick_frames_fidget [] = { 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, ChickMoan, 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 chick_move_fidget = {FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand}; void chick_fidget (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; if (random() <= 0.3) self->monsterinfo.currentmove = &chick_move_fidget; } mframe_t chick_frames_stand [] = { 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, chick_fidget, }; mmove_t chick_move_stand = {FRAME_stand101, FRAME_stand130, chick_frames_stand, NULL}; void chick_stand (edict_t *self) { self->monsterinfo.currentmove = &chick_move_stand; } mframe_t chick_frames_start_run [] = { ai_run, 1, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, -1, NULL, ai_run, -1, NULL, ai_run, 0, NULL, ai_run, 1, NULL, ai_run, 3, NULL, ai_run, 6, NULL, ai_run, 3, NULL }; mmove_t chick_move_start_run = {FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run}; mframe_t chick_frames_run [] = { ai_run, 6, NULL, ai_run, 8, NULL, ai_run, 13, NULL, ai_run, 5, monster_done_dodge, // make sure to clear dodge bit ai_run, 7, NULL, ai_run, 4, NULL, ai_run, 11, NULL, ai_run, 5, NULL, ai_run, 9, NULL, ai_run, 7, NULL }; mmove_t chick_move_run = {FRAME_walk11, FRAME_walk20, chick_frames_run, NULL}; mframe_t chick_frames_walk [] = { ai_walk, 6, NULL, ai_walk, 8, NULL, ai_walk, 13, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 4, NULL, ai_walk, 11, NULL, ai_walk, 5, NULL, ai_walk, 9, NULL, ai_walk, 7, NULL }; mmove_t chick_move_walk = {FRAME_walk11, FRAME_walk20, chick_frames_walk, NULL}; void chick_walk (edict_t *self) { self->monsterinfo.currentmove = &chick_move_walk; } void chick_run (edict_t *self) { monster_done_dodge (self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &chick_move_stand; return; } if (self->monsterinfo.currentmove == &chick_move_walk || self->monsterinfo.currentmove == &chick_move_start_run) { self->monsterinfo.currentmove = &chick_move_run; } else { self->monsterinfo.currentmove = &chick_move_start_run; } } mframe_t chick_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t chick_move_pain1 = {FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run}; mframe_t chick_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t chick_move_pain2 = {FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run}; mframe_t chick_frames_pain3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -6, NULL, ai_move, 3, NULL, ai_move, 11, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 4, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, -3, NULL, ai_move, -4, NULL, ai_move, 5, NULL, ai_move, 7, NULL, ai_move, -2, NULL, ai_move, 3, NULL, ai_move, -5, NULL, ai_move, -2, NULL, ai_move, -8, NULL, ai_move, 2, NULL }; mmove_t chick_move_pain3 = {FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run}; void chick_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; monster_done_dodge(self); if (self->health < (self->max_health / 2)) { //Knightmare- fixed this invalid classname check if (self->spawnflags & SF_MONSTER_SPECIAL) { if (!(self->fogclip & 2)) // custom bloodtype flag check self->blood_type = 0; // ordinary blood } self->s.skinnum |= 1; } if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; r = random(); if (r < 0.33) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else if (r < 0.66) gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare // PMM - clear this from blindfire self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; if (damage <= 10) self->monsterinfo.currentmove = &chick_move_pain1; else if (damage <= 25) self->monsterinfo.currentmove = &chick_move_pain2; else self->monsterinfo.currentmove = &chick_move_pain3; // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } void chick_dead (edict_t *self) { VectorSet (self->mins, -16, -16, 0); VectorSet (self->maxs, 16, 16, 16); 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 chick_frames_death2 [] = { ai_move, -6, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -5, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -2, NULL, ai_move, 1, NULL, ai_move, 10, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, -3, NULL, ai_move, -5, NULL, ai_move, 4, NULL, ai_move, 15, NULL, ai_move, 14, NULL, ai_move, 1, NULL }; mmove_t chick_move_death2 = {FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead}; mframe_t chick_frames_death1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -7, NULL, ai_move, 4, NULL, ai_move, 11, 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 chick_move_death1 = {FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead}; void chick_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // if (!strcmp(self->classname, "monster_chick_heat")) if (self->spawnflags & SF_MONSTER_SPECIAL) { if (!(self->fogclip & 2)) //custom bloodtype flag check self->blood_type = 0; //ordinary blood } self->s.skinnum |= 1; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // 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 < 4; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 2; n++) ThrowGib (self, "models/monsters/blackwidow/gib3/tris.md2", damage, GIB_METALLIC); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); 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 self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; n = rand() % 2; if (n == 0) { self->monsterinfo.currentmove = &chick_move_death1; gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &chick_move_death2; gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0); } } // PMM - changes to duck code for new dodge mframe_t chick_frames_duck [] = { ai_move, 0, monster_duck_down, ai_move, 1, NULL, ai_move, 4, monster_duck_hold, ai_move, -4, NULL, ai_move, -5, monster_duck_up, ai_move, 3, NULL, ai_move, 1, NULL }; mmove_t chick_move_duck = {FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run}; /* void chick_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { // begin orig code if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &chick_move_duck; // end float r; float height; int shooting = 0; if (!self->enemy) { self->enemy = attacker; FoundTarget (self); } // 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 == &chick_move_start_attack1) || (self->monsterinfo.currentmove == &chick_move_attack1)) { 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 = &chick_move_run; self->monsterinfo.attack_state = AS_SLIDING; return; } if (skill->value == 0) { self->monsterinfo.currentmove = &chick_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 = &chick_move_duck; self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.aiflags |= AI_DODGING; } return; } */ void ChickSlash (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10); gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0); fire_hit (self, aim, (10 + (rand() %6)), 100); } void ChickRocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; trace_t trace; // PMM - check target int rocketSpeed; float dist; // pmm - blindfire vec3_t target; qboolean blindfire = false; if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) blindfire = true; else blindfire = false; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start); rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :) // put a debug trail from start to endpoint, confirm that the start point is // correct for the trace // PMM if (blindfire) VectorCopy (self->monsterinfo.blind_fire_target, target); else VectorCopy (self->enemy->s.origin, target); // pmm //PGM // PMM - blindfire shooting if (blindfire) { VectorCopy (target, vec); VectorSubtract (vec, start, dir); } // pmm // don't shoot at feet if they're above where i'm shooting from. else if(random() < 0.33 || (start[2] < self->enemy->absmin[2])) { // gi.dprintf("normal shot\n"); VectorCopy (target, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); } else { // gi.dprintf("shooting at feet!\n"); VectorCopy (target, vec); vec[2] = self->enemy->absmin[2]; VectorSubtract (vec, start, dir); } //PGM // Lazarus fog reduction of accuracy if ((self->monsterinfo.visibility < FOG_CANSEEGOOD) && !(blindfire)) { vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } //====== //PMM - lead target (not when blindfiring or homing) // 20, 35, 50, 65 chance of leading if ((!blindfire) && (random() < (0.2 + skill->value * 0.15)) && !(self->spawnflags & SF_MONSTER_SPECIAL)) { float time; // gi.dprintf ("leading target\n"); dist = VectorLength (dir); time = dist/rocketSpeed; VectorMA(vec, time, self->enemy->velocity, vec); VectorSubtract(vec, start, dir); } //PMM - lead target //====== VectorNormalize (dir); // pmm blindfire doesn't check target (done in checkattack) // paranoia, make sure we're not shooting a target right next to us trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (blindfire) { // blindfire has different fail criteria for the trace if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, NULL); else { // geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things. // hunt around for a good shot // try shifting the target to the left a little (to help counter her large offset) VectorCopy (target, vec); VectorMA (vec, -10, right, vec); VectorSubtract(vec, start, dir); VectorNormalize (dir); trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) { // if (self->s.skinnum > 1) // monster_fire_rocket_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, (self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) ); // else // monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, NULL); } else { // ok, that failed. try to the right VectorCopy (target, vec); VectorMA (vec, 10, right, vec); VectorSubtract(vec, start, dir); VectorNormalize (dir); trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) { // if (self->s.skinnum > 1) // monster_fire_rocket_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, (self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) ); // else // monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, NULL); } // else if ((g_showlogic) && (g_showlogic->value)) // // ok, I give up // gi.dprintf ("chick avoiding blindfire shot\n"); } } } else { trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (trace.ent == self->enemy || trace.ent == world) { if (trace.fraction > 0.5 || (trace.ent && trace.ent->client) || (self->monsterinfo.visibility < FOG_CANSEEGOOD)) { // if (self->s.skinnum > 1) // monster_fire_rocket_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, (self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) ); // else // monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1, NULL); } // else // gi.dprintf("didn't make it halfway to target...aborting\n"); } } } void Chick_PreAttack1 (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0); } void ChickReload (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0); } mframe_t chick_frames_start_attack1 [] = { ai_charge, 0, Chick_PreAttack1, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 4, NULL, ai_charge, 0, NULL, ai_charge, -3, NULL, ai_charge, 3, NULL, ai_charge, 5, NULL, ai_charge, 7, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, chick_attack1 }; mmove_t chick_move_start_attack1 = {FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, NULL}; mframe_t chick_frames_attack1 [] = { ai_charge, 19, ChickRocket, ai_charge, -6, NULL, ai_charge, -5, NULL, ai_charge, -2, NULL, ai_charge, -7, NULL, ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, 10, ChickReload, ai_charge, 4, NULL, ai_charge, 5, NULL, ai_charge, 6, NULL, ai_charge, 6, NULL, ai_charge, 4, NULL, ai_charge, 3, chick_rerocket }; mmove_t chick_move_attack1 = {FRAME_attak114, FRAME_attak127, chick_frames_attack1, NULL}; mframe_t chick_frames_end_attack1 [] = { ai_charge, -3, NULL, ai_charge, 0, NULL, ai_charge, -6, NULL, ai_charge, -4, NULL, ai_charge, -2, NULL }; mmove_t chick_move_end_attack1 = {FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run}; void chick_rerocket(edict_t *self) { if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.currentmove = &chick_move_end_attack1; return; } if (self->enemy->health > 0) { if (range (self, self->enemy) > RANGE_MELEE) if ( visible (self, self->enemy) ) if (random() <= (0.6 + (0.05*((float)skill->value)))) { self->monsterinfo.currentmove = &chick_move_attack1; return; } } self->monsterinfo.currentmove = &chick_move_end_attack1; } void chick_attack1(edict_t *self) { self->monsterinfo.currentmove = &chick_move_attack1; } mframe_t chick_frames_slash [] = { ai_charge, 1, NULL, ai_charge, 7, ChickSlash, ai_charge, -7, NULL, ai_charge, 1, NULL, ai_charge, -1, NULL, ai_charge, 1, NULL, ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, -2, chick_reslash }; mmove_t chick_move_slash = {FRAME_attak204, FRAME_attak212, chick_frames_slash, NULL}; mframe_t chick_frames_end_slash [] = { ai_charge, -6, NULL, ai_charge, -1, NULL, ai_charge, -6, NULL, ai_charge, 0, NULL }; mmove_t chick_move_end_slash = {FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run}; void chick_reslash(edict_t *self) { if (self->enemy->health > 0) { if (range (self, self->enemy) == RANGE_MELEE) if (random() <= 0.9) { self->monsterinfo.currentmove = &chick_move_slash; return; } else { self->monsterinfo.currentmove = &chick_move_end_slash; return; } } self->monsterinfo.currentmove = &chick_move_end_slash; } void chick_slash(edict_t *self) { self->monsterinfo.currentmove = &chick_move_slash; } mframe_t chick_frames_start_slash [] = { ai_charge, 1, NULL, ai_charge, 8, NULL, ai_charge, 3, NULL }; mmove_t chick_move_start_slash = {FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash}; void chick_melee(edict_t *self) { self->monsterinfo.currentmove = &chick_move_start_slash; } void chick_attack(edict_t *self) { float r, chance; monster_done_dodge (self); // PMM if (self->monsterinfo.attack_state == AS_BLIND) { // setup shot probabilities if (self->monsterinfo.blind_fire_delay < 1.0) chance = 1.0; else if (self->monsterinfo.blind_fire_delay < 7.5) chance = 0.4; else chance = 0.1; r = random(); // minimum of 2 seconds, plus 0-3, after the shots are done self->monsterinfo.blind_fire_delay += 4.0 + 1.5 + random(); // don't shoot at the origin if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin)) return; // don't shoot if the dice say not to if (r > chance) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("blindfire - NO SHOT\n"); return; } // turn on manual steering to signal both manual steering and blindfire self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.currentmove = &chick_move_start_attack1; self->monsterinfo.attack_finished = level.time + 2*random(); return; } // pmm self->monsterinfo.currentmove = &chick_move_start_attack1; } void chick_sight(edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } //=========== //PGM qboolean chick_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 //=========== void chick_duck (edict_t *self, float eta) { if ((self->monsterinfo.currentmove == &chick_move_start_attack1) || (self->monsterinfo.currentmove == &chick_move_attack1)) { // if we're shooting, and not on easy, don't dodge if (skill->value) { 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 she can get stuck monster_duck_down(self); self->monsterinfo.nextframe = FRAME_duck01; self->monsterinfo.currentmove = &chick_move_duck; return; } void chick_sidestep (edict_t *self) { if ((self->monsterinfo.currentmove == &chick_move_start_attack1) || (self->monsterinfo.currentmove == &chick_move_attack1)) { // if we're shooting, and not on easy, don't dodge if (skill->value) { self->monsterinfo.aiflags &= ~AI_DODGING; return; } } if (self->monsterinfo.currentmove != &chick_move_run) self->monsterinfo.currentmove = &chick_move_run; } /*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Blind NoGib HomingRockets Blind - monster will just stand there until triggered */ void SP_monster_chick (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_missile_prelaunch = gi.soundindex ("chick/chkatck1.wav"); sound_missile_launch = gi.soundindex ("chick/chkatck2.wav"); sound_melee_swing = gi.soundindex ("chick/chkatck3.wav"); sound_melee_hit = gi.soundindex ("chick/chkatck4.wav"); sound_missile_reload = gi.soundindex ("chick/chkatck5.wav"); sound_death1 = gi.soundindex ("chick/chkdeth1.wav"); sound_death2 = gi.soundindex ("chick/chkdeth2.wav"); sound_fall_down = gi.soundindex ("chick/chkfall1.wav"); sound_idle1 = gi.soundindex ("chick/chkidle1.wav"); sound_idle2 = gi.soundindex ("chick/chkidle2.wav"); sound_pain1 = gi.soundindex ("chick/chkpain1.wav"); sound_pain2 = gi.soundindex ("chick/chkpain2.wav"); sound_pain3 = gi.soundindex ("chick/chkpain3.wav"); sound_sight = gi.soundindex ("chick/chksght1.wav"); sound_search = gi.soundindex ("chick/chksrch1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if (self->spawnflags & SF_MONSTER_SPECIAL) // Knightmare- homing rockets self->s.skinnum = 2; if ( self->style ) { PatchMonsterModel("models/monsters/bitch2/tris.md2"); self->s.skinnum += self->style * 4; // self->style = 0; //clear for custom bloodtype flag } self->s.modelindex = gi.modelindex ("models/monsters/bitch2/tris.md2"); VectorSet (self->mins, -16, -16, 0); VectorSet (self->maxs, 16, 16, 56); if(!self->health) self->health = 175; if(!self->gib_health) self->gib_health = -150; if(!self->mass) self->mass = 200; self->pain = chick_pain; self->die = chick_die; self->monsterinfo.stand = chick_stand; self->monsterinfo.walk = chick_walk; self->monsterinfo.run = chick_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = chick_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = chick_sidestep; //self->monsterinfo.dodge = chick_dodge; // pmm self->monsterinfo.attack = chick_attack; self->monsterinfo.melee = chick_melee; self->monsterinfo.sight = chick_sight; self->monsterinfo.blocked = chick_blocked; // PGM gi.linkentity (self); self->monsterinfo.currentmove = &chick_move_stand; self->monsterinfo.scale = MODEL_SCALE; // 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 && self->spawnflags & SF_MONSTER_SPECIAL) self->monsterinfo.flies = 0.35; else if(!self->monsterinfo.flies) self->monsterinfo.flies = 0.40; self->common_name = "Iron Maiden"; // PMM // Knightmare- no blindfire with homing rockets in easy or medium skill if (!(self->spawnflags & SF_MONSTER_SPECIAL) || skill->value >= 2) self->monsterinfo.blindfire = true; walkmonster_start (self); if (self->spawnflags & SF_MONSTER_SPECIAL) //Knightmare- homing rockets { self->classname = "monster_chick_heat"; if (!self->blood_type) self->blood_type = 3; //sparks and blood else self->fogclip |= 2; //custom bloodtype flag self->common_name = "Beta Class Iron Maiden"; } } /*QUAKED monster_chick_heat (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib */ void SP_monster_chick_heat (edict_t *self) { self->spawnflags |= SF_MONSTER_SPECIAL; //Knightmare- homing rockets flag SP_monster_chick (self); }