#include "g_local.h" #include "z_anim.h" #include "z_sentien.h" void target_laser_think (edict_t *self); void target_laser_on (edict_t *self); void target_laser_off (edict_t *self); /*========================================================================= 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_NORM, 0); } void sentien_sound_idle2 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_idle2, 1, ATTN_NORM, 0); } void sentien_sound_idle3 (edict_t *self) { gi.sound(self, CHAN_BODY, sound_idle3, 1, ATTN_NORM, 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) { target_laser_off(self->laser); 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) { target_laser_off(self->laser); 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) { target_laser_off(self->laser); 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) { target_laser_off(self->laser); 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_HYPERBLASTER, BLASTER_ORANGE); 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; target_laser_off(self->laser); } } void sentien_post_laser_attack (edict_t *self) { self->monsterinfo.currentmove = &sentien_move_post_laser_attack; target_laser_off(self->laser); } 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) { target_laser_off(self->laser); self->laser->s.skinnum = 0xf2f2f0f0; target_laser_on(self->laser); } 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->laser->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->laser->s.angles); G_SetMovedir (self->laser->s.angles, self->laser->movedir); sentian_sound_att2(self); } } void sentien_attack (edict_t *self) { vec3_t vec; float range; float r; target_laser_off(self->laser); //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.aiflags & AI_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.aiflags &= ~AI_REDUCEDDAMAGE; } else { self->monsterinfo.aiflags |= (AI_HOLD_FRAME | AI_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) { // 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; 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 target_laser_off (self->laser); 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; // target_laser_off (self->laser); // 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->laser) { // gi.dprintf ("removing sentien laser on death.\n"); target_laser_off (self->laser); G_FreeEdict (self->laser); self->laser = NULL; } // end Knightmare // gib code to go here if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 1 /*4*/; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_metal/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->laser = G_Spawn(); self->laser->movetype = MOVETYPE_NONE; self->laser->solid = SOLID_BBOX;//SOLID_NOT; self->laser->s.renderfx = RF_BEAM|RF_TRANSLUCENT; self->laser->s.modelindex = 2; //self->laser->s.sound = gi.soundindex ("world/laser.wav"); self->laser->classname = "laser_yaya"; self->laser->s.frame = 2; self->laser->owner = self; self->laser->s.skinnum = 0xd0d1d2d3; self->laser->dmg = 8; self->laser->think = target_laser_think; AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, sentien_laser_offset[0], forward, right, start); VectorCopy(start, self->laser->s.origin); VectorCopy(self->s.angles, self->laser->s.angles); G_SetMovedir(self->laser->s.angles, self->laser->movedir); gi.linkentity (self->laser); target_laser_off (self->laser); } 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"); } void SP_monster_sentien (edict_t *self) { SP_monster_sentien_precache (); self->mass = 500; 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->health = 900; self->gib_health = -425; 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; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 2; //sparks //self->classname = "sentien"; self->laser = NULL; gi.linkentity(self); create_sentien_laser(self); if (skill->value == 2) { self->laser->dmg *= 1.5; self->yaw_speed *= 1.5; } else if (skill->value >= 3) { self->laser->dmg *= 2.5; self->yaw_speed *= 2; } self->monsterinfo.currentmove = &sentien_move_stand1; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); }