/* ============================================================================== GUNNER ============================================================================== */ #include "g_local.h" #include "m_gunner.h" static int sound_pain; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_open; static int sound_search; static int sound_sight; // NOTE: Original gunner grenade velocity was 600 units/sec, but then // fire_grenade added 200 units/sec in a direction perpendicular // to the aim direction. We've removed that from fire_grenade // (for the gunner, not for players) since the gunner now shoots // smarter, and adjusted things so that the initial velocity out // of the barrel is the same. #define GRENADE_VELOCITY 632.4555320337 #define GRENADE_VELOCITY_SQUARED 400000 void gunner_idlesound (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void gunner_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gunner_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } qboolean visible (edict_t *self, edict_t *other); void GunnerGrenade (edict_t *self); void GunnerFire (edict_t *self); void gunner_fire_chain(edict_t *self); void gunner_refire_chain(edict_t *self); void gunner_stand (edict_t *self); mframe_t gunner_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, gunner_idlesound, 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 gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand}; void gunner_fidget (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; if (random() <= 0.05) self->monsterinfo.currentmove = &gunner_move_fidget; } mframe_t gunner_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, gunner_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, NULL, ai_stand, 0, gunner_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, NULL, ai_stand, 0, gunner_fidget }; mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL}; void gunner_stand (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_stand; } mframe_t gunner_frames_walk [] = { ai_walk, 0, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 2, NULL, ai_walk, 6, NULL, ai_walk, 4, NULL, ai_walk, 2, NULL, ai_walk, 7, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 4, NULL }; mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL}; void gunner_walk (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_walk; } mframe_t gunner_frames_run [] = { ai_run, 26, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 9, monster_done_dodge, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 13, NULL, ai_run, 6, NULL }; mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL}; void gunner_run (edict_t *self) { monster_done_dodge(self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gunner_move_stand; else self->monsterinfo.currentmove = &gunner_move_run; } mframe_t gunner_frames_runandshoot [] = { ai_run, 32, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 18, NULL, ai_run, 8, NULL, ai_run, 20, NULL }; mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL}; void gunner_runandshoot (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_runandshoot; } mframe_t gunner_frames_pain3 [] = { ai_move, -3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 1, NULL }; mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run}; mframe_t gunner_frames_pain2 [] = { ai_move, -2, NULL, ai_move, 11, NULL, ai_move, 6, NULL, ai_move, 2, NULL, ai_move, -1, NULL, ai_move, -7, NULL, ai_move, -2, NULL, ai_move, -7, NULL }; mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run}; mframe_t gunner_frames_pain1 [] = { ai_move, 2, NULL, ai_move, 0, NULL, ai_move, -5, NULL, ai_move, 3, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run}; void gunner_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; monster_done_dodge (self); if (!self->groundentity) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("gunner: pain avoided due to no ground\n"); return; } if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (rand()&1) gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 10) self->monsterinfo.currentmove = &gunner_move_pain3; else if (damage <= 25) self->monsterinfo.currentmove = &gunner_move_pain2; else self->monsterinfo.currentmove = &gunner_move_pain1; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } void gunner_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 gunner_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -7, NULL, ai_move, -3, NULL, ai_move, -5, NULL, ai_move, 8, NULL, ai_move, 6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead}; void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; 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 < 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); ThrowGib (self, "models/objects/gibs/chest/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 gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &gunner_move_death; } qboolean gunner_grenade_check(edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t target; trace_t tr; vec3_t dir; vec3_t vhorz; float horz,vertmax; if(!self->enemy) return false; // if the player is above my head, use machinegun. // if(self->absmax[2] <= self->enemy->absmin[2]) // return false; // Lazarus: We can do better than that... see below // check to see that we can trace to the player before we start // tossing grenades around. AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start); // see if we're too close VectorSubtract (self->enemy->s.origin, self->s.origin, dir); if (VectorLength(dir) < 100) return false; // Lazarus: Max vertical distance - this is approximate and conservative VectorCopy(dir,vhorz); vhorz[2] = 0; horz = VectorLength(vhorz); vertmax = (GRENADE_VELOCITY_SQUARED)/(2*sv_gravity->value) - 0.5*sv_gravity->value*horz*horz/GRENADE_VELOCITY_SQUARED; if(dir[2] > vertmax) return false; // Lazarus: Make sure there's a more-or-less clear flight path to target // Rogue checked target origin, but if target is above gunner then the trace // would almost always hit the platform the target was standing on VectorCopy(self->enemy->s.origin,target); target[2] = self->enemy->absmax[2]; tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT); if(tr.ent == self->enemy || tr.fraction == 1) return true; // Repeat for feet... in case we're looking down at a target standing under, // for example, a short doorway target[2] = self->enemy->absmin[2]; tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT); if(tr.ent == self->enemy || tr.fraction == 1) return true; return false; } // PMM - changed to duck code for new dodge // // this is specific to the gunner, leave it be // void gunner_duck_down (edict_t *self) { // if (self->monsterinfo.aiflags & AI_DUCKED) // return; self->monsterinfo.aiflags |= AI_DUCKED; if (skill->value >= 2) { if (random() > 0.5) GunnerGrenade (self); } // self->maxs[2] -= 32; self->maxs[2] = self->monsterinfo.base_height - 32; self->takedamage = DAMAGE_YES; if (self->monsterinfo.duck_wait_time < level.time) self->monsterinfo.duck_wait_time = level.time + 1; gi.linkentity (self); } mframe_t gunner_frames_duck [] = { ai_move, 1, gunner_duck_down, ai_move, 1, NULL, ai_move, 1, monster_duck_hold, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, 0, monster_duck_up, ai_move, -1, NULL }; mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run}; // PMM - gunner dodge moved below so I know about attack sequences void gunner_opengun (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); } void GunnerFire (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t target; vec3_t aim; int flash_number; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); // project enemy back a bit and target there VectorCopy (self->enemy->s.origin, target); VectorMA (target, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (target, start, aim); VectorNormalize (aim); monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void GunnerGrenade (edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t aim; vec_t monster_speed; int flash_number; float spread; // float pitch; // PMM vec3_t target; qboolean blindfire; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM // pmm if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) blindfire = true; if (self->s.frame == FRAME_attak105) { spread = .02; flash_number = MZ2_GUNNER_GRENADE_1; } else if (self->s.frame == FRAME_attak108) { spread = .05; flash_number = MZ2_GUNNER_GRENADE_2; } else if (self->s.frame == FRAME_attak111) { spread = .08; flash_number = MZ2_GUNNER_GRENADE_3; } else // (self->s.frame == FRAME_attak114) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; spread = .11; flash_number = MZ2_GUNNER_GRENADE_4; } // pmm // if we're shooting blind and we still can't see our enemy if ((blindfire) && (!visible(self, self->enemy))) { // and we have a valid blind_fire_target if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin)) return; // gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target)); // gi.dprintf ("GunnerGrenade: ideal yaw is %f\n", self->ideal_yaw); VectorCopy (self->monsterinfo.blind_fire_target, target); } else VectorCopy (self->s.origin, target); // pmm AngleVectors (self->s.angles, forward, right, up); //PGM G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); //PGM if(self->enemy) { float dist; // VectorSubtract(self->enemy->s.origin, self->s.origin, aim); VectorSubtract(target, self->s.origin, aim); dist = VectorLength(aim); // aim at enemy's feet if he's at same elevation or lower. otherwise aim at origin VectorCopy(self->enemy->s.origin,target); if(self->enemy->absmin[2] <= self->absmax[2]) target[2] = self->enemy->absmin[2]; // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } // lead target... 20, 35, 50, 65 chance of leading if( random() < (0.2 + skill->value * 0.15) ) { float dist; float time; VectorSubtract(target, start, aim); dist = VectorLength (aim); time = dist/GRENADE_VELOCITY; // Not correct, but better than nothin' VectorMA(target, time, self->enemy->velocity, target); } // aim up if they're on the same level as me and far away. if((dist > 512) && (aim[2] < 64) && (aim[2] > -64)) aim[2] += (dist - 512); /* VectorNormalize (aim); pitch = aim[2]; if(pitch > 0.4) pitch = 0.4; else if(pitch < -0.5) pitch = -0.5;*/ } //PGM AimGrenade (self, start, target, GRENADE_VELOCITY, aim); // Lazarus - take into account (sort of) feature of adding shooter's velocity to // grenade velocity monster_speed = VectorLength(self->velocity); if(monster_speed > 0) { vec3_t v1; vec_t delta; VectorCopy(self->velocity,v1); VectorNormalize(v1); delta = -monster_speed/GRENADE_VELOCITY; VectorMA(aim,delta,v1,aim); VectorNormalize(aim); } //FIXME : do a spread -225 -75 75 225 degrees around forward // VectorCopy (forward, aim); // VectorMA (forward, spread, right, aim); // VectorMA (aim, pitch, up, aim); monster_fire_grenade (self, start, aim, 50, 600, flash_number); } mframe_t gunner_frames_attack_chain [] = { /* ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, */ ai_charge, 0, gunner_opengun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain}; mframe_t gunner_frames_fire_chain [] = { ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire }; mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain}; mframe_t gunner_frames_endfire_chain [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run}; void gunner_blind_check (edict_t *self) { vec3_t aim; if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, aim); self->ideal_yaw = vectoyaw(aim); // gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target)); // gi.dprintf ("gunner_attack: ideal yaw is %f\n", self->ideal_yaw); } } mframe_t gunner_frames_attack_grenade [] = { ai_charge, 0, gunner_blind_check, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run}; void gunner_attack(edict_t *self) { float chance, r; 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 += 2.1 + 2.0 + random()*3.0; // 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.monsterflags |= AI_MANUAL_STEERING; if (gunner_grenade_check(self)) { // if the check passes, go for the attack self->monsterinfo.currentmove = &gunner_move_attack_grenade; self->monsterinfo.attack_finished = level.time + 2*random(); } // pmm - should this be active? // else // self->monsterinfo.currentmove = &gunner_move_attack_chain; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("blind grenade check failed, doing nothing\n"); // turn off blindfire flag self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return; } // pmm // PGM - gunner needs to use his chaingun if he's being attacked by a tesla. if ((range (self, self->enemy) == RANGE_MELEE) || self->bad_area) { self->monsterinfo.currentmove = &gunner_move_attack_chain; } else { if (random() <= 0.5 && gunner_grenade_check(self)) self->monsterinfo.currentmove = &gunner_move_attack_grenade; else self->monsterinfo.currentmove = &gunner_move_attack_chain; } } void gunner_fire_chain(edict_t *self) { self->monsterinfo.currentmove = &gunner_move_fire_chain; } void gunner_refire_chain(edict_t *self) { if (self->enemy->health > 0) if ( visible (self, self->enemy) ) if (random() <= 0.5) { self->monsterinfo.currentmove = &gunner_move_fire_chain; return; } self->monsterinfo.currentmove = &gunner_move_endfire_chain; } /* void gunner_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { // original quake2 dodge code if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &gunner_move_duck; //=========== //PMM - rogue rewrite of gunner dodge code. 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 == &gunner_move_attack_chain) || (self->monsterinfo.currentmove == &gunner_move_fire_chain) || (self->monsterinfo.currentmove == &gunner_move_attack_grenade) ) { 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 = &gunner_move_run; self->monsterinfo.attack_state = AS_SLIDING; return; } if (skill->value == 0) { self->monsterinfo.currentmove = &gunner_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 = &gunner_move_duck; self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.aiflags |= AI_DODGING; } return; //PMM //=========== } */ //=========== //PGM void gunner_jump_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 100, forward, self->velocity); VectorMA(self->velocity, 300, up, self->velocity); } void gunner_jump2_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 150, forward, self->velocity); VectorMA(self->velocity, 400, up, self->velocity); } void gunner_jump_wait_land (edict_t *self) { if(self->groundentity == NULL) { self->monsterinfo.nextframe = self->s.frame; if(monster_jump_finished (self)) self->monsterinfo.nextframe = self->s.frame + 1; } else self->monsterinfo.nextframe = self->s.frame + 1; } mframe_t gunner_frames_jump [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, gunner_jump_now, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, gunner_jump_wait_land, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_jump = { FRAME_jump01, FRAME_jump10, gunner_frames_jump, gunner_run }; mframe_t gunner_frames_jump2 [] = { ai_move, -8, NULL, ai_move, -4, NULL, ai_move, -4, NULL, ai_move, 0, gunner_jump_now, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, gunner_jump_wait_land, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_jump2 = { FRAME_jump01, FRAME_jump10, gunner_frames_jump2, gunner_run }; void gunner_jump (edict_t *self) { if(!self->enemy) return; monster_done_dodge (self); if(self->enemy->s.origin[2] > self->s.origin[2]) self->monsterinfo.currentmove = &gunner_move_jump2; else self->monsterinfo.currentmove = &gunner_move_jump; } //=========== //PGM qboolean gunner_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; if(blocked_checkjump (self, dist, 192, 40)) { gunner_jump(self); return true; } return false; } //PGM //=========== // PMM - new duck code void gunner_duck (edict_t *self, float eta) { if ((self->monsterinfo.currentmove == &gunner_move_jump2) || (self->monsterinfo.currentmove == &gunner_move_jump)) { return; } if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) || (self->monsterinfo.currentmove == &gunner_move_fire_chain) || (self->monsterinfo.currentmove == &gunner_move_attack_grenade) ) { // 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 he can get stuck gunner_duck_down(self); self->monsterinfo.nextframe = FRAME_duck01; self->monsterinfo.currentmove = &gunner_move_duck; return; } void gunner_sidestep (edict_t *self) { if ((self->monsterinfo.currentmove == &gunner_move_jump2) || (self->monsterinfo.currentmove == &gunner_move_jump)) { return; } if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) || (self->monsterinfo.currentmove == &gunner_move_fire_chain) || (self->monsterinfo.currentmove == &gunner_move_attack_grenade) ) { // if we're shooting, and not on easy, don't dodge if (skill->value) { self->monsterinfo.aiflags &= ~AI_DODGING; return; } } if (self->monsterinfo.currentmove != &gunner_move_run) self->monsterinfo.currentmove = &gunner_move_run; } /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib */ void SP_monster_gunner (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_death = gi.soundindex ("gunner/death1.wav"); sound_pain = gi.soundindex ("gunner/gunpain2.wav"); sound_pain2 = gi.soundindex ("gunner/gunpain1.wav"); sound_idle = gi.soundindex ("gunner/gunidle1.wav"); sound_open = gi.soundindex ("gunner/gunatck1.wav"); sound_search = gi.soundindex ("gunner/gunsrch1.wav"); sound_sight = gi.soundindex ("gunner/sight1.wav"); gi.soundindex ("gunner/gunatck2.wav"); gi.soundindex ("gunner/gunatck3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/gunner/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2"); { // Coconut Monkey 2 sombrero cvar_t *gamedir = gi.cvar("gamedir", "", 0); if (strlen(gamedir->string) && !strcmp(gamedir->string, "coconut2")) self->s.modelindex2 = gi.modelindex ("models/monsters/gunner/gear.md2"); } VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); if (!self->health) self->health = 175; if (!self->gib_health) self->gib_health = -150; if (!self->mass) self->mass = 200; self->pain = gunner_pain; self->die = gunner_die; self->monsterinfo.stand = gunner_stand; self->monsterinfo.walk = gunner_walk; self->monsterinfo.run = gunner_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = gunner_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = gunner_sidestep; // self->monsterinfo.dodge = gunner_dodge; // pmm self->monsterinfo.attack = gunner_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = gunner_sight; self->monsterinfo.search = gunner_search; self->monsterinfo.blocked = gunner_blocked; //PGM 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) self->monsterinfo.flies = 0.30; self->common_name = "Gunner"; self->class_id = ENTITY_MONSTER_GUNNER; gi.linkentity (self); self->monsterinfo.currentmove = &gunner_move_stand; self->monsterinfo.scale = MODEL_SCALE; // PMM self->monsterinfo.blindfire = true; walkmonster_start (self); }