/* ============================================================================== SETNTIEN ============================================================================== */ #include "g_local.h" #include "z_anim.h" #include "z_sentien.h" /*========================================================================= Sentien laser routines ... adapted from Zaero g_target.c =========================================================================*/ void sentien_laser_think (edict_t *self) { edict_t *ignore; vec3_t start; vec3_t end; trace_t tr; vec3_t point; vec3_t last_movedir; int count; if (self->spawnflags & 0x80000000) count = 8; else count = 4; if (self->enemy) { VectorCopy (self->movedir, last_movedir); VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point); VectorSubtract (point, self->s.origin, self->movedir); VectorNormalize (self->movedir); if (!VectorCompare(self->movedir, last_movedir)) self->spawnflags |= 0x80000000; } ignore = self; VectorCopy (self->s.origin, start); VectorMA (start, 2048, self->movedir, end); while(1) { tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); if (!tr.ent) break; // hurt it if we can if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER)) T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER); // if we hit something that's not a monster or player or is immune to lasers, we're done if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) { if (self->spawnflags & 0x80000000) { self->spawnflags &= ~0x80000000; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LASER_SPARKS); gi.WriteByte (count); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (self->s.skinnum); gi.multicast (tr.endpos, MULTICAST_PVS); } break; } ignore = tr.ent; VectorCopy (tr.endpos, start); } VectorCopy (tr.endpos, self->s.old_origin); self->nextthink = level.time + FRAMETIME; } void sentien_laser_on (edict_t *self) { if (!self->activator) self->activator = self; self->spawnflags |= 0x80000001; self->svflags &= ~SVF_NOCLIENT; sentien_laser_think (self); } void sentien_laser_off (edict_t *self) { self->spawnflags &= ~1; self->svflags |= SVF_NOCLIENT; self->nextthink = 0; } /*========================================================================= Sentien sound routines ... used from animation frames (and code). =========================================================================*/ static int sound_idle1; static int sound_idle2; static int sound_idle3; static int sound_walk; static int sound_fend; static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_die1; static int sound_die2; static int sound_att1; static int sound_att2; static int sound_att3; void sentien_sound_footstep (edict_t *self) { gi.sound(self, CHAN_BODY, sound_walk, 1, ATTN_NORM, 0); } void sentien_sound_idle1 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_idle1, 1, ATTN_IDLE, 0); } void sentien_sound_idle2 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_idle2, 1, ATTN_IDLE, 0); } void sentien_sound_idle3 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_idle3, 1, ATTN_IDLE, 0); } void sentian_sound_att1 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_att1, 1, ATTN_NORM, 0); } void sentian_sound_att2 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_att2, 1, ATTN_NORM, 0); } void sentian_sound_att3 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_att3, 1, ATTN_NORM, 0); } void sentian_sound_fend (edict_t *self) { gi.sound(self, CHAN_BODY, sound_fend, 1, ATTN_NORM, 0); } void sentian_sound_pain1 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_pain1, 1, ATTN_NORM, 0); } void sentian_sound_pain2 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_pain2, 1, ATTN_NORM, 0); } void sentian_sound_pain3 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_pain3, 1, ATTN_NORM, 0); } void sentian_sound_die1 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_die1, 1, ATTN_NORM, 0); } void sentian_sound_die2 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_die2, 1, ATTN_NORM, 0); } /*========================================================================= Sentien standing frames =========================================================================*/ mframe_t sentien_frames_stand1 []= { ai_stand, 0, sentien_sound_idle1, 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 }; mframe_t sentien_frames_stand2 []= { ai_stand, 0, sentien_sound_idle2, 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, }; mframe_t sentien_frames_stand3 []= { ai_stand, 0, sentien_sound_idle1, 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, }; void sentien_stand(edict_t *self); void sentien_stand_whatnow(edict_t *self); void sentien_stand_earwax(edict_t *self); mmove_t sentien_move_stand1 = {FRAME_stand1start, FRAME_stand1end, sentien_frames_stand1, sentien_stand_whatnow}; mmove_t sentien_move_stand2 = {FRAME_stand2start, FRAME_stand2end, sentien_frames_stand2, sentien_stand_whatnow}; mmove_t sentien_move_stand3 = {FRAME_stand3start, FRAME_stand3end, sentien_frames_stand3, sentien_stand_earwax}; void sentien_stand(edict_t *self) { sentien_laser_off (self->flash); self->monsterinfo.currentmove = &sentien_move_stand1; } void sentien_stand_whatnow (edict_t *self) { float r; r = random(); if (r < self->random) { self->monsterinfo.currentmove = &sentien_move_stand1; self->random -= 0.05; } else { r = random(); if (r < 0.5) self->monsterinfo.currentmove = &sentien_move_stand2; else self->monsterinfo.currentmove = &sentien_move_stand3; self->random = 1; } } void sentien_stand_earwax (edict_t *self) { if (random() > 0.80) { //more ear wax damn it, try again self->monsterinfo.currentmove = &sentien_move_stand3; //gi.sound ... some frustration maybe } else sentien_stand_whatnow(self); } /*========================================================================= Sentien walking frames =========================================================================*/ mframe_t sentien_frames_walk_start []= { ai_walk, 0.0, NULL, ai_walk, 1.5, NULL, ai_walk, 2.9, NULL, ai_walk, 2.4, NULL, ai_walk, 2.1, NULL, ai_walk, 2.6, NULL, ai_walk, 2.1, NULL, ai_walk, 1.8, sentien_sound_footstep, //ai_walk, 0.3, NULL }; mframe_t sentien_frames_walk []= { ai_walk, 0.3, NULL, ai_walk, 2.4, NULL, ai_walk, 4.0, NULL, ai_walk, 3.5, NULL, ai_walk, 3.6, NULL, ai_walk, 3.7 * 1.1, NULL, ai_walk, 3.1 * 1.3, NULL, ai_walk, 4.1 * 1.2, sentien_sound_footstep, //ai_walk, 2.0, NULL, // change leg ai_walk, 2.0, NULL, ai_walk, 2.6, NULL, // 2.4 ai_walk, 3.8, NULL, // 3.9 ai_walk, 3.6, NULL, ai_walk, 3.6, NULL, ai_walk, 4.3, NULL, ai_walk, 4.2 * 1.2, NULL, ai_walk, 5.2, sentien_sound_footstep, // 4.1 //ai_walk, 0.8, NULL // 2.0 change leg }; mframe_t sentien_frames_walk_end []= { ai_walk, 0.8, NULL, ai_walk, 1.0, NULL, ai_walk, 1.6, NULL, ai_walk, 1.4, NULL, ai_walk, 1.5, NULL, ai_walk, 1.4, NULL, ai_walk, 1.5, NULL, ai_walk, 1.8, sentien_sound_footstep, //ai_walk, 2.3, NULL // ??? I dunno about that one (Max) }; void sentien_walk (edict_t *self); mmove_t sentien_move_walk_start = {FRAME_walkStartStart, FRAME_walkStartEnd, sentien_frames_walk_start, sentien_walk}; mmove_t sentien_move_walk = {FRAME_walkLoopStart, FRAME_walkLoopEnd, sentien_frames_walk, NULL}; mmove_t sentien_move_walk_end = {FRAME_walkEndStart, FRAME_walkEndEnd, sentien_frames_walk_end, sentien_stand}; void sentien_walk (edict_t *self) { sentien_laser_off (self->flash); if (self->monsterinfo.currentmove == &sentien_move_walk) return; if (self->monsterinfo.currentmove == &sentien_move_stand1 || self->monsterinfo.currentmove == &sentien_move_stand2 || self->monsterinfo.currentmove == &sentien_move_stand3) { self->monsterinfo.currentmove = &sentien_move_walk_start; } else { self->monsterinfo.currentmove = &sentien_move_walk; } } /*========================================================================= Sentien running frames =========================================================================*/ mframe_t sentien_frames_run_start []= { ai_run, 0.0, NULL, ai_run, 1.5, NULL, ai_run, 2.9, NULL, ai_run, 2.4, NULL, ai_run, 2.1, NULL, ai_run, 2.6, NULL, ai_run, 2.1, NULL, ai_run, 1.8, sentien_sound_footstep, //ai_run, 0.3, NULL }; mframe_t sentien_frames_run []= { ai_run, 0.3 * 1.2, NULL, ai_run, 2.4, NULL, ai_run, 4.0, NULL, ai_run, 3.5, NULL, ai_run, 3.6, NULL, ai_run, 3.7 * 1.1, NULL, ai_run, 3.1 * 1.3, NULL, ai_run, 4.1 * 1.2, sentien_sound_footstep, //ai_run, 2.0, NULL, // change leg ai_run, 2.0, NULL, ai_run, 2.6, NULL, // 2.4 ai_run, 3.8, NULL, // 3.9 ai_run, 3.6, NULL, ai_run, 3.6, NULL, ai_run, 4.3, NULL, ai_run, 4.2 * 1.2, NULL, ai_run, 5.2, sentien_sound_footstep, // 4.1 //ai_run, 0.8, NULL // 2.0 change leg }; mframe_t sentien_frames_run_end []= { ai_run, 0.8, NULL, ai_run, 1.0, NULL, ai_run, 1.6, NULL, ai_run, 1.4, NULL, ai_run, 1.5, NULL, ai_run, 1.4, NULL, ai_run, 1.5, NULL, ai_run, 1.8, sentien_sound_footstep, //ai_run, 2.3, NULL // ??? I dunno about that one (Max) }; void sentien_run(edict_t *self); mmove_t sentien_move_run_start = {FRAME_walkStartStart, FRAME_walkStartEnd, sentien_frames_run_start, sentien_run}; mmove_t sentien_move_run = {FRAME_walkLoopStart, FRAME_walkLoopEnd, sentien_frames_run, NULL}; mmove_t sentien_move_run_end = {FRAME_walkEndStart, FRAME_walkEndEnd, sentien_frames_run_end, sentien_stand}; void sentien_run (edict_t *self) { sentien_laser_off (self->flash); if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &sentien_move_stand1; return; } if (self->monsterinfo.currentmove == &sentien_move_run) return; if (self->monsterinfo.currentmove == &sentien_move_walk || self->monsterinfo.currentmove == &sentien_move_run_start) { self->monsterinfo.currentmove = &sentien_move_run; } else { self->monsterinfo.currentmove = &sentien_move_run_start; } } /*========================================================================= Sentien blaster attack. =========================================================================*/ void sentien_do_blast(edict_t *self); mframe_t sentien_frames_pre_blast_attack []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mframe_t sentien_frames_blast_attack []= { ai_charge, 0, sentien_do_blast, ai_charge, 0, sentien_do_blast, ai_charge, 0, sentien_do_blast, ai_charge, 0, sentien_do_blast, ai_charge, 0, sentien_do_blast, ai_charge, 0, sentien_do_blast, }; mframe_t sentien_frames_post_blast_attack []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, }; void sentien_blast_attack(edict_t *self); void sentien_post_blast_attack(edict_t *self); mmove_t sentien_move_pre_blast_attack = { FRAME_blastPreStart, FRAME_blastPreEnd, sentien_frames_pre_blast_attack, sentien_blast_attack}; void sentien_post_blast_attack(edict_t *self); mmove_t sentien_move_blast_attack = { FRAME_blastStart, FRAME_blastEnd, sentien_frames_blast_attack, sentien_post_blast_attack}; mmove_t sentien_move_post_blast_attack = { FRAME_blastPostStart, FRAME_blastPostEnd, sentien_frames_post_blast_attack, sentien_run}; void sentien_blast_attack (edict_t *self) { sentien_laser_off (self->flash); self->monsterinfo.currentmove = &sentien_move_blast_attack; // is a player right infront? if (visible(self, self->enemy) && infront(self, self->enemy)) { self->monsterinfo.currentmove = &sentien_move_blast_attack; } else self->monsterinfo.currentmove = &sentien_move_post_blast_attack; } void sentien_post_blast_attack (edict_t *self) { float refire = 0.25; if (visible(self, self->enemy) && infront(self, self->enemy)) { if (skill->value == 1) refire = 0.40; else if (skill->value == 2) refire = 0.60; else if (skill->value >= 3) refire = 0.75; if (random() > refire) self->monsterinfo.currentmove = &sentien_move_post_blast_attack; } else self->monsterinfo.currentmove = &sentien_move_post_blast_attack; } void sentien_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage) { if (EMPNukeCheck(self, self->s.origin)) { gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } ANIM_AIM(self, dir); fire_bullet (self, start, dir, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_UNKNOWN); sentian_sound_att1(self); } vec3_t sentien_flash_offset [] = { // frames 116+ (hex fire) 23.7, 25.4, 29.6, 23.7, 25.3, 26.7, 23.7, 27.7, 28.1, 23.7, 27.4, 31.2, 23.7, 24.9, 32.3, 23.7, 22.5, 30.6, 23.7, 22.7, 27.8 }; void sentien_do_blast (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t aim; vec3_t end; int idx; idx = self->s.frame - FRAME_blastStart + 1; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, sentien_flash_offset[0], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, aim); //need to compare aim with facing to make sure we are not //aiming too far sideways and correct if we are. G_ProjectSource (self->s.origin, sentien_flash_offset[idx], forward, right, start); //monster_fire_blaster(self, start, aim, 2, 1000, // MZ2_MEDIC_BLASTER_1, EF_BLUEHYPERBLASTER, BLASTER_BLUE); if (EMPNukeCheck(self, start)) { gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } sentien_fire_bullet(self, start, aim, 5); } /*========================================================================= Sentien laser attack. =========================================================================*/ void sentien_do_laser (edict_t *self); mframe_t sentien_frames_pre_laser_attack []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mframe_t sentien_frames_laser_attack []= { NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser, NULL, 0, sentien_do_laser }; mframe_t sentien_frames_post_laser_attack []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; void sentien_laser_attack(edict_t *self); void sentien_post_laser_attack(edict_t *self); mmove_t sentien_move_pre_laser_attack = { FRAME_laserPreStart, FRAME_laserPreEnd, sentien_frames_pre_laser_attack, sentien_laser_attack}; mmove_t sentien_move_laser_attack = { FRAME_laserStart, FRAME_laserEnd, sentien_frames_laser_attack, sentien_post_laser_attack}; mmove_t sentien_move_post_laser_attack = { FRAME_laserPostStart, FRAME_laserPostEnd, sentien_frames_post_laser_attack, sentien_run}; void sentien_laser_attack (edict_t *self) { // is a player right infront? if (visible(self, self->enemy) && infront(self, self->enemy)) { self->monsterinfo.currentmove = &sentien_move_laser_attack; } else { self->monsterinfo.currentmove = &sentien_move_post_laser_attack; sentien_laser_off (self->flash); } } void sentien_post_laser_attack (edict_t *self) { self->monsterinfo.currentmove = &sentien_move_post_laser_attack; sentien_laser_off (self->flash); } void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); vec3_t sentien_laser_offset [] = { 43.8, -22.8 + 1, 43.6 - 0.8, 44.2, -22.9 + 1, 43.9 - 0.8, 43.9, -22.8 + 1, 44.0 - 0.8, 43.2, -23.0 + 1, 44.0 - 0.8, 42.4, -23.4 + 1, 43.9 - 0.8, 42.0, -23.5 + 1, 44.0 - 0.8, 42.4, -23.3 + 1, 44.0 - 0.8, 43.1, -23.1 + 1, 43.9 - 0.8, 43.8, -22.9 + 1, 43.9 - 0.8, 44.2, -22.8 + 1, 44.1 - 0.8, 43.8, -22.8 + 1, 43.5 - 0.8 }; void sentien_do_laser (edict_t *self) { vec3_t start, end, forward, right, up; vec3_t aim, ang; float r; int idx; if (EMPNukeCheck(self, self->s.origin)) { gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // if enemy isn't in range anymore, then get to the post laser routine if (self->s.frame == FRAME_laserStart) { sentien_laser_off (self->flash); self->flash->s.skinnum = 0xf2f2f0f0; sentien_laser_on (self->flash); } idx = (self->s.frame - FRAME_laserStart); AngleVectors (self->s.angles, forward, right, up); G_ProjectSource (self->s.origin, sentien_laser_offset[idx], forward, right, start); VectorCopy (start, self->flash->s.origin); if (self->s.frame == FRAME_laserStart) { VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight * 66/100; r = crandom() * 20; VectorMA (end, r, right, end); VectorSubtract (end, start, aim); VectorNormalize(aim); ANIM_AIM(self, aim); vectoangles (aim, ang); VectorCopy (ang, self->flash->s.angles); G_SetMovedir (self->flash->s.angles, self->flash->movedir); sentian_sound_att2 (self); } } void sentien_attack (edict_t *self) { vec3_t vec; float range; float r; sentien_laser_off (self->flash); // sentien_run(self); // to test walking // return; VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); r = random(); if (range <= 128) self->monsterinfo.currentmove = &sentien_move_pre_blast_attack; else if (range <= 500) { if (r < 0.50) self->monsterinfo.currentmove = &sentien_move_pre_blast_attack; else self->monsterinfo.currentmove = &sentien_move_pre_laser_attack; } else { if (r < 0.25) self->monsterinfo.currentmove = &sentien_move_pre_blast_attack; else self->monsterinfo.currentmove = &sentien_move_pre_laser_attack; } } /*========================================================================= Sentien fending. =========================================================================*/ void sentien_fend_ready (edict_t *self) { if (self->monsterinfo.aiflags2 & AI2_REDUCEDDAMAGE) return; self->monsterinfo.pausetime = level.time + 1; } void sentien_fend_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; self->monsterinfo.aiflags2 &= ~AI2_REDUCEDDAMAGE; } else { self->monsterinfo.aiflags |= AI_HOLD_FRAME; self->monsterinfo.aiflags2 |= AI2_REDUCEDDAMAGE; } } mframe_t sentien_frames_fend [] = { ai_move, 0, sentian_sound_fend, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, sentien_fend_ready, ai_move, 0, sentien_fend_hold, 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 sentien_move_fend = {FRAME_dodgeStart, FRAME_dodgeEnd, sentien_frames_fend, sentien_run}; void sentien_fend (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { // don't flinch if attacking if (self->monsterinfo.currentmove == &sentien_move_laser_attack || self->monsterinfo.currentmove == &sentien_move_blast_attack) return; if (skill->value == 0) { if (random() > 0.45) return; } else if (skill->value == 1) { if (random() > 0.60) return; } else { if (random() > 0.80) return; } if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &sentien_move_fend; } /*========================================================================= Touch me sentien. =========================================================================*/ mframe_t sentien_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mframe_t sentien_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 }; mframe_t sentien_frames_pain3 [] = { 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 sentien_move_pain1 = {FRAME_pain1Start, FRAME_pain1End, sentien_frames_pain1, sentien_run}; mmove_t sentien_move_pain2 = {FRAME_pain2Start, FRAME_pain2End, sentien_frames_pain2, sentien_run}; mmove_t sentien_move_pain3 = {FRAME_pain3Start, FRAME_pain3End, sentien_frames_pain3, sentien_run}; void sentien_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; if (self->health < (self->max_health / 2)) { self->s.skinnum |= 1; if (!(self->fogclip & 2)) //custom bloodtype flag check self->blood_type = 3; //sparks and blood } // less than this we don't flinch if (damage <= 10) return; r = random(); if (r < 0.33) sentian_sound_pain1(self); else if (r < 0.66) sentian_sound_pain2(self); else { // sentian_sound_pain3(self); } if (level.time < self->pain_debounce_time) return; if (self->monsterinfo.aiflags & AI_HOLD_FRAME) { return; } if (skill->value >= 1) { // don't flinch if attacking if (self->monsterinfo.currentmove == &sentien_move_laser_attack || self->monsterinfo.currentmove == &sentien_move_blast_attack) return; } if (skill->value == 3) return; // no pain anims in nightmare sentien_laser_off (self->flash); r = random(); if (damage > 60 && r < 0.3) self->monsterinfo.currentmove = &sentien_move_pain3; else if (damage > 30 && r < 0.5) self->monsterinfo.currentmove = &sentien_move_pain2; else if (r < 0.7) self->monsterinfo.currentmove = &sentien_move_pain1; self->pain_debounce_time = level.time + 3; } /*========================================================================= Kill me Elmo. =========================================================================*/ mframe_t sentien_frames_death1 [] = { ai_move, 0, sentian_sound_die1, 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 }; mframe_t sentien_frames_death2 [] = { ai_move, 0, sentian_sound_die2, 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 }; void sentien_dead (edict_t *self); mmove_t sentien_move_death1 = {FRAME_die1Start, FRAME_die1End, sentien_frames_death1, sentien_dead}; mmove_t sentien_move_death2 = {FRAME_die2Start, FRAME_die2End, sentien_frames_death2, sentien_dead}; vec3_t sentien_death_offset [] = { // right, forward // VectorSet (self->mins, -50, 6, -16); // VectorSet (self->maxs, -12, 44, 0); 6, -50, 0, 44, -12, 0 }; #define MIN(x, y) (x < y) ? x: y #define MAX(x, y) (x < y) ? y: x void sentien_dead (edict_t *self) { vec3_t start, end, point; vec3_t forward, right; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, sentien_death_offset[0], forward, right, point); VectorSubtract (point, self->s.origin, start); G_ProjectSource (self->s.origin, sentien_death_offset[1], forward, right, point); VectorSubtract (point, self->s.origin, end); VectorSet (self->mins, min(start[0], end[0]), min(start[1], end[1]), -16); VectorSet (self->maxs, max(start[0], end[0]), max(start[1], end[1]), 0); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity(self); } void sentien_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // sentien_laser_off (self->flash); // Knightmare- free laser on death, as resurrection by a medic will call // the spawn function again, and would leak the exisiting laser entity. if (self->flash) { // gi.dprintf ("removing sentien laser on death.\n"); sentien_laser_off (self->flash); G_FreeEdict (self->flash); self->flash = NULL; } // end Knightmare // gib code to go here 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 < 12; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 12; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); for (n= 0; n < 6; n++) ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->s.skinnum |= 1; if (random() < 0.80) self->monsterinfo.currentmove = &sentien_move_death1; else self->monsterinfo.currentmove = &sentien_move_death2; } /*========================================================================= Spawn code. =========================================================================*/ void create_sentien_laser (edict_t *self) { vec3_t start; vec3_t forward, right; self->flash = G_Spawn(); self->flash->movetype = MOVETYPE_NONE; self->flash->solid = SOLID_BBOX;//SOLID_NOT; self->flash->s.renderfx = RF_BEAM|RF_TRANSLUCENT; self->flash->s.modelindex = 2; // self->flash->s.sound = gi.soundindex ("world/laser.wav"); self->flash->classname = "laser_yaya"; self->flash->s.frame = 2; self->flash->owner = self; self->flash->s.skinnum = 0xd0d1d2d3; self->flash->dmg = 8; self->flash->think = sentien_laser_think; AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, sentien_laser_offset[0], forward, right, start); VectorCopy(start, self->flash->s.origin); VectorCopy(self->s.angles, self->flash->s.angles); G_SetMovedir(self->flash->s.angles, self->flash->movedir); gi.linkentity (self->flash); sentien_laser_off (self->flash); } void SP_monster_sentien_precache (void) { sound_idle1 = gi.soundindex("monsters/sentien/sen_idle1.wav"); sound_idle2 = gi.soundindex("monsters/sentien/sen_idle2.wav"); // sound_idle3 = gi.soundindex("monsters/sentien/sen_idle3.wav"); sound_walk = gi.soundindex("monsters/sentien/sen_walk.wav"); sound_fend = gi.soundindex("monsters/sentien/sen_fend.wav"); sound_pain1 = gi.soundindex("monsters/sentien/sen_pain1.wav"); sound_pain2 = gi.soundindex("monsters/sentien/sen_pain2.wav"); // sound_pain3 = gi.soundindex("monsters/sentien/sen_pain3.wav"); sound_die1 = gi.soundindex("monsters/sentien/sen_die1.wav"); sound_die2 = gi.soundindex("monsters/sentien/sen_die2.wav"); sound_att1 = gi.soundindex("monsters/sentien/sen_att1.wav"); sound_att2 = gi.soundindex("monsters/sentien/sen_att2.wav"); // sound_att3 = gi.soundindex("monsters/sentien/sen_att3.wav"); } /*QUAKED monster_sentien (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight GoodGuy NoGib model="models/monsters/sentien/" */ void SP_monster_sentien (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } SP_monster_sentien_precache(); if (!self->health) self->health = 900; if (!self->gib_health) self->gib_health = -425; if (!self->mass) self->mass = 500; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/sentien/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/sentien/tris.md2"); VectorSet (self->mins, -32, -32, -16); VectorSet (self->maxs, 32, 32, 72); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->yaw_speed = 10; self->random = 1; // setup the functions self->pain = sentien_pain; self->die = sentien_die; self->monsterinfo.stand = sentien_stand; self->monsterinfo.walk = sentien_walk; self->monsterinfo.run = sentien_run; self->monsterinfo.dodge = sentien_fend; self->monsterinfo.attack = sentien_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = NULL; self->monsterinfo.idle = NULL; self->monsterinfo.reducedDamageAmount = 0.85; // Lazarus if (!self->blood_type) self->blood_type = 2; // sparks else self->fogclip |= 2; // custom bloodtype flag 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->monsterinfo.flies = 0.10; self->common_name = "Sentien"; self->class_id = ENTITY_MONSTER_SENTIEN; // end Lazarus gi.linkentity (self); self->flash = NULL; gi.linkentity(self); create_sentien_laser (self); if (skill->value == 2) { self->flash->dmg *= 1.5; self->yaw_speed *= 1.5; } else if (skill->value >= 3) { self->flash->dmg *= 2.5; self->yaw_speed *= 2; } self->monsterinfo.currentmove = &sentien_move_stand1; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); }