mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
cedf3628ac
Added close range safety check/trace to Tactician Gunner prox aiming. Added check for nightmare mode for Beta-Class Gladiator and dog.
435 lines
11 KiB
C
435 lines
11 KiB
C
/*
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==============================================================================
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QUAKE ENFORCER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1enforcer.h"
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static int sound_pain1;
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static int sound_pain2;
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static int sound_death;
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static int sound_gib;
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static int sound_idle;
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static int sound_sight1;
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static int sound_sight2;
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static int sound_sight3;
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static int sound_sight4;
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static int sound_fire;
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void q1enforcer_fire (edict_t *self);
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void q1enforcer_stand (edict_t *self);
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/*int q1enforcer_rndidle ()
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{
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char str[256];
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Com_sprintf (str, sizeof(str), "q1enforcer/sight%i.wav", rand()%3+1);
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return gi.soundindex(str);
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}*/
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void q1enforcer_idlesound (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void q1enforcer_sight (edict_t *self, edict_t *other)
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{
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float r = random();
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if (r < 0.25)
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gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
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else if (r < 0.5)
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gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
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else if (r < 0.75)
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gi.sound (self, CHAN_VOICE, sound_sight3, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_sight4, 1, ATTN_NORM, 0);
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}
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void q1enforcer_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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// gi.sound (self, CHAN_VOICE, q1enforcer_rndidle(), 1, ATTN_IDLE, 0);
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}
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mframe_t q1enforcer_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t q1enforcer_move_stand = {FRAME_stand1, FRAME_stand7, q1enforcer_frames_stand, NULL};
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void q1enforcer_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1enforcer_move_stand;
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}
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mframe_t q1enforcer_frames_walk [] =
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{
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL
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};
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mmove_t q1enforcer_move_walk = {FRAME_walk1, FRAME_walk16, q1enforcer_frames_walk, NULL};
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void q1enforcer_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1enforcer_move_walk;
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}
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mframe_t q1enforcer_frames_run [] =
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{
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ai_run, 22, NULL,
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ai_run, 8, NULL,
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ai_run, 7, NULL,
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ai_run, 8, NULL,
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ai_run, 13, NULL,
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ai_run, 12, NULL,
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ai_run, 11, NULL,
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ai_run, 7, NULL
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};
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mmove_t q1enforcer_move_run = {FRAME_run1, FRAME_run8, q1enforcer_frames_run, NULL};
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void q1enforcer_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &q1enforcer_move_stand;
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else
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self->monsterinfo.currentmove = &q1enforcer_move_run;
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}
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mframe_t q1enforcer_frames_pain3 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1enforcer_move_pain3 = {FRAME_paina1, FRAME_paina4, q1enforcer_frames_pain3, q1enforcer_run};
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mframe_t q1enforcer_frames_pain2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1enforcer_move_pain2 = {FRAME_painb1, FRAME_painb5, q1enforcer_frames_pain2, q1enforcer_run};
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mframe_t q1enforcer_frames_pain1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1enforcer_move_pain1 = {FRAME_painc1, FRAME_painc8, q1enforcer_frames_pain1, q1enforcer_run};
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void q1enforcer_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum = 1;
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (rand()&1)
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (damage <= 10)
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self->monsterinfo.currentmove = &q1enforcer_move_pain3;
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else if (damage <= 25)
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self->monsterinfo.currentmove = &q1enforcer_move_pain2;
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else
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self->monsterinfo.currentmove = &q1enforcer_move_pain1;
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}
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void q1enforcer_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity (self);
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}
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void q1enforcer_throw_backpack (edict_t *self)
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{
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edict_t *backpack;
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if (self->health <= self->gib_health)
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return;
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backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_cells"), 5);
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/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
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backpack->item = FindItemByClassname("ammo_cells");
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backpack->count = 5;
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backpack->touch = Touch_Item;
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backpack->nextthink = level.time + 1800;
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backpack->think = G_FreeEdict;
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*/
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self->gib_health = -10000;
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}
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mframe_t q1enforcer_frames_death1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, q1enforcer_throw_backpack,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1enforcer_move_death1 = {FRAME_death1, FRAME_death14, q1enforcer_frames_death1, q1enforcer_dead};
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mframe_t q1enforcer_frames_death2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, q1enforcer_throw_backpack,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1enforcer_move_death2 = {FRAME_fdeath1, FRAME_fdeath11, q1enforcer_frames_death2, q1enforcer_dead};
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void q1enforcer_whichway (edict_t *self);
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void q1enforcer_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// check for gib
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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/monsters/q1enforcer/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if (random() < 0.5)
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self->monsterinfo.currentmove = &q1enforcer_move_death1;
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else
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self->monsterinfo.currentmove = &q1enforcer_move_death2;
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}
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void q1enforcer_fire (edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start, target, aim;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_BLASTER_1], forward, right, start);
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// project enemy back a bit and target there
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VectorCopy (self->enemy->s.origin, target);
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VectorMA (target, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, aim);
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VectorNormalize (aim);
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gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_fire, 1, ATTN_NORM, 0);
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q1_fire_laser (self, start, aim, 15, 600);
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}
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void q1enforcer_secondfire (edict_t *self)
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{
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if (!self->radius_dmg)
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{
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self->monsterinfo.nextframe = 36;
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self->radius_dmg = 1;
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}
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else
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self->radius_dmg = 0;
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}
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mframe_t q1enforcer_frames_start_chain [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, q1enforcer_fire,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, q1enforcer_secondfire,
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ai_charge, 0, NULL
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};
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mmove_t q1enforcer_move_start_fire = {FRAME_attack1, FRAME_attack10, q1enforcer_frames_start_chain, q1enforcer_run};
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void q1enforcer_attack (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1enforcer_move_start_fire;
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}
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//
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// SPAWN
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//
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/*QUAKED SP_monster_q1_enforcer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
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model="models/monsters/q1enforcer/tris.md2"
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*/
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void SP_monster_q1_enforcer (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_pain1 = gi.soundindex ("q1enforcer/pain1.wav");
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sound_pain2 = gi.soundindex ("q1enforcer/pain2.wav");
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sound_death = gi.soundindex ("q1enforcer/death1.wav");
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sound_gib = gi.soundindex ("q1player/udeath.wav");
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sound_idle = gi.soundindex ("q1enforcer/idle1.wav");
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sound_sight1 = gi.soundindex ("q1enforcer/sight1.wav");
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sound_sight2 = gi.soundindex ("q1enforcer/sight2.wav");
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sound_sight3 = gi.soundindex ("q1enforcer/sight3.wav");
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sound_sight4 = gi.soundindex ("q1enforcer/sight4.wav");
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sound_fire = gi.soundindex ("q1enforcer/enfire.wav");
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// precache backpack
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gi.modelindex ("models/items/q1backpack/tris.md2");
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// gi.soundindex ("q1weapons/lock4.wav");
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// precache gibs
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gi.modelindex ("models/monsters/q1enforcer/head/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
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// precache laser
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q1_laser_precache ();
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/q1enforcer/tris.md2");
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self->s.skinnum = self->style;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/q1enforcer/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 40);
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if (!self->health)
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self->health = 80;
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if (!self->gib_health)
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self->gib_health = -35;
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if (!self->mass)
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self->mass = 175;
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self->flags |= FL_Q1_MONSTER;
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self->pain = q1enforcer_pain;
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self->die = q1enforcer_die;
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self->monsterinfo.stand = q1enforcer_stand;
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self->monsterinfo.walk = q1enforcer_walk;
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self->monsterinfo.run = q1enforcer_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = q1enforcer_attack;
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self->monsterinfo.melee = NULL;
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self->monsterinfo.sight = q1enforcer_sight;
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self->monsterinfo.search = q1enforcer_search;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.10;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Enforcer";
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self->class_id = ENTITY_MONSTER_Q1_ENFORCER;
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gi.linkentity (self);
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gi.linkentity (self);
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self->monsterinfo.currentmove = &q1enforcer_move_stand;
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if (self->health < 0)
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{
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mmove_t *deathmoves[] = {&q1enforcer_move_death1,
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&q1enforcer_move_death2,
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NULL};
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M_SetDeath (self, (mmove_t **)&deathmoves);
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}
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self->monsterinfo.scale = MODEL_SCALE;
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self->radius_dmg = 0;
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walkmonster_start (self);
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}
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