mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
1781 lines
46 KiB
C
1781 lines
46 KiB
C
/*
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==============================================================================
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black widow
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==============================================================================
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*/
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// self->timestamp used to prevent rapid fire of railgun
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// self->plat2flags used for fire count (flashes)
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// self->monsterinfo.pausetime used for timing of blaster shots
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#include "g_local.h"
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#include "m_widow.h"
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#define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn
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#define RAIL_TIME 3
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#define BLASTER_TIME 2
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#define BLASTER2_DAMAGE 10
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#define WIDOW_RAIL_DAMAGE 50
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#define DRAWBBOX NULL
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#define SHOWME NULL // showme
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void BossExplode (edict_t *self);
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qboolean infront (edict_t *self, edict_t *other);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain3;
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static int sound_search1;
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static int sound_rail;
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static int sound_sight;
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static unsigned long shotsfired;
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static vec3_t spawnpoints[] = {
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{30, 100, 16},
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{30, -100, 16}
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};
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static vec3_t beameffects[] = {
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{12.58, -43.71, 68.88},
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{3.43, 58.72, 68.41}
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};
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static float sweep_angles[] = {
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// 32.0, 26.0, 20.0, 11.5, 3.0, -8.0, -13.0, -27.0, -41.0
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32.0, 26.0, 20.0, 10.0, 0.0, -6.5, -13.0, -27.0, -41.0
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};
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vec3_t stalker_mins = {-28, -28, -18};
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vec3_t stalker_maxs = {28, 28, 18};
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unsigned int widow_damage_multiplier;
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void widow_run (edict_t *self);
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void widow_stand (edict_t *self);
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void widow_dead (edict_t *self);
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void widow_attack (edict_t *self);
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void widow_attack_blaster (edict_t *self);
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void widow_reattack_blaster (edict_t *self);
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void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void widow_start_spawn (edict_t *self);
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void widow_done_spawn (edict_t *self);
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void widow_spawn_check (edict_t *self);
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void widow_prep_spawn (edict_t *self);
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void widow_attack_rail (edict_t *self);
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void widow_start_run_5 (edict_t *self);
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void widow_start_run_10 (edict_t *self);
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void widow_start_run_12 (edict_t *self);
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void WidowCalcSlots (edict_t *self);
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void drawbbox (edict_t *self);
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void showme (edict_t *self)
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{
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gi.dprintf ("frame %d\n", self->s.frame);
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}
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void widow_search (edict_t *self)
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{
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// if (random() < 0.5)
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// gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
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}
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void widow_sight (edict_t *self, edict_t *other)
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{
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self->monsterinfo.pausetime = 0;
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// gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("widow: found target!\n");
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}
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mmove_t widow_move_attack_post_blaster;
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mmove_t widow_move_attack_post_blaster_r;
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mmove_t widow_move_attack_post_blaster_l;
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mmove_t widow_move_attack_blaster;
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float target_angle (edict_t *self)
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{
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vec3_t target;
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float enemy_yaw;
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VectorSubtract (self->s.origin, self->enemy->s.origin, target);
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enemy_yaw = self->s.angles[YAW] - vectoyaw2(target);
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if (enemy_yaw < 0)
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enemy_yaw += 360.0;
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// this gets me 0 degrees = forward
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enemy_yaw -= 180.0;
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// positive is to right, negative to left
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return enemy_yaw;
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}
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int WidowTorso (edict_t *self)
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{
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float enemy_yaw;
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enemy_yaw = target_angle (self);
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("%2.2f -> ", enemy_yaw);
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if (enemy_yaw >= 105)
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{
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self->monsterinfo.currentmove = &widow_move_attack_post_blaster_r;
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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return 0;
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}
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if (enemy_yaw <= -75.0)
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{
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self->monsterinfo.currentmove = &widow_move_attack_post_blaster_l;
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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return 0;
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}
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if (enemy_yaw >= 95)
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return FRAME_fired03;
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else if (enemy_yaw >= 85)
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return FRAME_fired04;
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else if (enemy_yaw >= 75)
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return FRAME_fired05;
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else if (enemy_yaw >= 65)
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return FRAME_fired06;
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else if (enemy_yaw >= 55)
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return FRAME_fired07;
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else if (enemy_yaw >= 45)
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return FRAME_fired08;
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else if (enemy_yaw >= 35)
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return FRAME_fired09;
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else if (enemy_yaw >= 25)
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return FRAME_fired10;
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else if (enemy_yaw >= 15)
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return FRAME_fired11;
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else if (enemy_yaw >= 5)
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return FRAME_fired12;
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else if (enemy_yaw >= -5)
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return FRAME_fired13;
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else if (enemy_yaw >= -15)
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return FRAME_fired14;
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else if (enemy_yaw >= -25)
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return FRAME_fired15;
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else if (enemy_yaw >= -35)
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return FRAME_fired16;
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else if (enemy_yaw >= -45)
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return FRAME_fired17;
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else if (enemy_yaw >= -55)
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return FRAME_fired18;
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else if (enemy_yaw >= -65)
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return FRAME_fired19;
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else if (enemy_yaw >= -75)
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return FRAME_fired20;
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/*
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if (fabs(enemy_yaw) < 11.25)
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return FRAME_fired03;
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else if (fabs(enemy_yaw) > 56.25)
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{
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self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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return;
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}
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else if ((enemy_yaw >= 11.25) && (enemy_yaw < 33.75))
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return FRAME_fired04;
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else if (enemy_yaw >= 33.75)
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return FRAME_fired05;
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else if ((enemy_yaw <= -11.25) && (enemy_yaw > -33.75))
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return FRAME_fired06;
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else if (enemy_yaw <= -33.75)
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return FRAME_fired07;
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*/
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return 0; //Knightmare- this is to prevent warnings
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}
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#define VARIANCE 15.0
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void WidowBlaster (edict_t *self)
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{
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vec3_t forward, right, target, vec, targ_angles;
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vec3_t start, end;
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int flashnum;
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int effect;
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if (!self->enemy)
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return;
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shotsfired++;
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if (!(shotsfired % 4))
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effect = EF_BLASTER;
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else
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effect = 0;
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AngleVectors (self->s.angles, forward, right, NULL);
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if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13))
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{
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// sweep
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flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05;
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G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
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VectorCopy(self->enemy->s.origin, end);
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// Lazarus fog reduction of accuracy
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if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (end, start, target);
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vectoangles2 (target, targ_angles);
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VectorCopy (self->s.angles, vec);
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vec[PITCH] += targ_angles[PITCH];
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vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1];
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AngleVectors (vec, forward, NULL, NULL);
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// monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
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monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
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/* if (self->s.frame == FRAME_spawn13)
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{
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VectorMA (start, 1024, forward, debugend);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_DEBUGTRAIL);
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gi.WritePosition (start);
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gi.WritePosition (debugend);
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gi.multicast (start, MULTICAST_ALL);
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drawbbox (self);
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self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
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}
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*/
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}
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else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20))
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{
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vec3_t angles;
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float aim_angle, target_angle;
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float error;
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self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
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self->monsterinfo.nextframe = WidowTorso (self);
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if (!self->monsterinfo.nextframe)
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self->monsterinfo.nextframe = self->s.frame;
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("%d\n", self->monsterinfo.nextframe);
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if (self->s.frame == FRAME_fired02a)
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flashnum = MZ2_WIDOW_BLASTER_0;
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else
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flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03;
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G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
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PredictAim (self->enemy, start, 1000, true, ((random()*0.1)-0.05), forward, NULL);
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// clamp it to within 10 degrees of the aiming angle (where she's facing)
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vectoangles2 (forward, angles);
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// give me 100 -> -70
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aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100));
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if (aim_angle <= 0)
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aim_angle += 360;
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target_angle = self->s.angles[YAW] - angles[YAW];
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if (target_angle <= 0)
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target_angle += 360;
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error = aim_angle - target_angle;
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// positive error is to entity's left, aka positive direction in engine
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// unfortunately, I decided that for the aim_angle, positive was right. *sigh*
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if (error > VARIANCE)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
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angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE;
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// if ((g_showlogic) && (g_showlogic->value))
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// {
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// if (angles[YAW] <= 0)
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// angles[YAW] += 360;
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// gi.dprintf (" %2.2f\n", angles[YAW]);
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// }
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AngleVectors (angles, forward, NULL, NULL);
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}
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else if (error < -VARIANCE)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
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angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE;
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// if ((g_showlogic) && (g_showlogic->value))
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// {
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// if (angles[YAW] <= 0)
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// angles[YAW] += 360;
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// gi.dprintf (" %2.2f\n", angles[YAW]);
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// }
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AngleVectors (angles, forward, NULL, NULL);
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}
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// gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error);
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// gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]);
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/*
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if (self->s.frame == FRAME_fired20)
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{
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VectorMA (start, 512, forward, debugend);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_DEBUGTRAIL);
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gi.WritePosition (start);
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gi.WritePosition (forward);
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gi.multicast (start, MULTICAST_ALL);
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drawbbox (self);
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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self->monsterinfo.nextframe = FRAME_fired20;
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self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
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}
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*/
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/*
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if (!(self->plat2flags % 3))
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effect = EF_HYPERBLASTER;
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else
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effect = 0;
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self->plat2flags ++;
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*/
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// monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
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monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
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}
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else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08))
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{
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flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01;
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G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
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VectorCopy(self->enemy->s.origin, end);
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// Lazarus fog reduction of accuracy
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if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (end, start, target);
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target[2] += self->enemy->viewheight;
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// monster_fire_blaster (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
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monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
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}
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// else
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// {
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("widow: firing on non-fire frame!\n");
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// }
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}
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void WidowSpawn (edict_t *self)
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{
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vec3_t f, r, u, offset, startpoint, spawnpoint;
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edict_t *ent, *designated_enemy;
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int i;
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AngleVectors (self->s.angles, f, r, u);
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for (i=0; i < 2; i++)
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{
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VectorCopy (spawnpoints[i], offset);
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G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
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if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
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{
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ent = CreateGroundMonster (spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256);
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if (!ent)
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continue;
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self->monsterinfo.monster_used++;
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ent->monsterinfo.commander = self;
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("widow: post-spawn : %d slots left out of %d\n", SELF_SLOTS_LEFT, self->monsterinfo.monster_slots);
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ent->nextthink = level.time;
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ent->think (ent);
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//ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
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ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
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ent->monsterinfo.monsterflags |= MFL_SPAWNED_WIDOW|MFL_DO_NOT_COUNT;
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if (!(coop && coop->value))
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{
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designated_enemy = self->enemy;
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}
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else
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{
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designated_enemy = PickCoopTarget(ent);
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if (designated_enemy)
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{
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// try to avoid using my enemy
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if (designated_enemy == self->enemy)
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{
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designated_enemy = PickCoopTarget(ent);
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if (designated_enemy)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// {
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// gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname);
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// if (designated_enemy->client)
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// gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname);
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// else
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// gi.dprintf ("NOT A CLIENT\n");
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// }
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}
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else
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("pick coop failed, using my current enemy\n");
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designated_enemy = self->enemy;
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}
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}
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}
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else
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("pick coop failed, using my current enemy\n");
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designated_enemy = self->enemy;
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}
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}
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|
|
if ((designated_enemy->inuse) && (designated_enemy->health > 0))
|
|
{
|
|
ent->enemy = designated_enemy;
|
|
FoundTarget (ent);
|
|
ent->monsterinfo.attack(ent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void widow_spawn_check (edict_t *self)
|
|
{
|
|
WidowBlaster(self);
|
|
WidowSpawn (self);
|
|
}
|
|
|
|
void widow_ready_spawn (edict_t *self)
|
|
{
|
|
vec3_t f, r, u, offset, startpoint, spawnpoint;
|
|
int i;
|
|
|
|
WidowBlaster(self);
|
|
AngleVectors (self->s.angles, f, r, u);
|
|
|
|
for (i=0; i < 2; i++)
|
|
{
|
|
VectorCopy (spawnpoints[i], offset);
|
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
|
|
if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
|
|
{
|
|
SpawnGrow_Spawn (spawnpoint, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void widow_step (edict_t *self)
|
|
{
|
|
gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
mframe_t widow_frames_stand [] =
|
|
{
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL
|
|
};
|
|
mmove_t widow_move_stand = {FRAME_idle01, FRAME_idle11, widow_frames_stand, NULL};
|
|
|
|
mframe_t widow_frames_walk [] =
|
|
{
|
|
// hand generated numbers
|
|
/*
|
|
ai_run, 6, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 4, NULL, //5
|
|
ai_run, 4, NULL,
|
|
ai_run, 4, NULL,
|
|
ai_run, 4.5, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 5, NULL, //10
|
|
ai_run, 8, NULL,
|
|
ai_run, 8, NULL,
|
|
ai_run, 6.5, NULL
|
|
*/
|
|
// auto generated numbers
|
|
ai_walk, 2.79, widow_step,
|
|
ai_walk, 2.77, NULL,
|
|
ai_walk, 3.53, NULL,
|
|
ai_walk, 3.97, NULL,
|
|
ai_walk, 4.13, NULL, //5
|
|
ai_walk, 4.09, NULL,
|
|
ai_walk, 3.84, NULL,
|
|
ai_walk, 3.62, widow_step,
|
|
ai_walk, 3.29, NULL,
|
|
ai_walk, 6.08, NULL, //10
|
|
ai_walk, 6.94, NULL,
|
|
ai_walk, 5.73, NULL,
|
|
ai_walk, 2.85, NULL
|
|
};
|
|
mmove_t widow_move_walk = {FRAME_walk01, FRAME_walk13, widow_frames_walk, NULL};
|
|
|
|
|
|
mframe_t widow_frames_run [] =
|
|
{
|
|
ai_run, 2.79, widow_step,
|
|
ai_run, 2.77, NULL,
|
|
ai_run, 3.53, NULL,
|
|
ai_run, 3.97, NULL,
|
|
ai_run, 4.13, NULL, //5
|
|
ai_run, 4.09, NULL,
|
|
ai_run, 3.84, NULL,
|
|
ai_run, 3.62, widow_step,
|
|
ai_run, 3.29, NULL,
|
|
ai_run, 6.08, NULL, //10
|
|
ai_run, 6.94, NULL,
|
|
ai_run, 5.73, NULL,
|
|
ai_run, 2.85, NULL
|
|
};
|
|
mmove_t widow_move_run = {FRAME_walk01, FRAME_walk13, widow_frames_run, NULL};
|
|
|
|
void widow_stepshoot (edict_t *self)
|
|
{
|
|
gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM,0);
|
|
WidowBlaster (self);
|
|
}
|
|
|
|
mframe_t widow_frames_run_attack [] =
|
|
{
|
|
ai_charge, 13, widow_stepshoot,
|
|
ai_charge, 11.72, WidowBlaster,
|
|
ai_charge, 18.04, WidowBlaster,
|
|
ai_charge, 14.58, WidowBlaster,
|
|
ai_charge, 13, widow_stepshoot, //5
|
|
ai_charge, 12.12, WidowBlaster,
|
|
ai_charge, 19.63, WidowBlaster,
|
|
ai_charge, 11.37, WidowBlaster
|
|
};
|
|
mmove_t widow_move_run_attack = {FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run};
|
|
|
|
|
|
//
|
|
// These three allow specific entry into the run sequence
|
|
//
|
|
|
|
void widow_start_run_5 (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_run;
|
|
self->monsterinfo.nextframe = FRAME_walk05;
|
|
}
|
|
|
|
void widow_start_run_10 (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_run;
|
|
self->monsterinfo.nextframe = FRAME_walk10;
|
|
}
|
|
|
|
void widow_start_run_12 (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_run;
|
|
self->monsterinfo.nextframe = FRAME_walk12;
|
|
}
|
|
|
|
|
|
mframe_t widow_frames_attack_pre_blaster [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_attack_blaster
|
|
};
|
|
mmove_t widow_move_attack_pre_blaster = {FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, NULL};
|
|
|
|
// Loop this
|
|
mframe_t widow_frames_attack_blaster [] =
|
|
{
|
|
ai_charge, 0, widow_reattack_blaster, // straight ahead
|
|
ai_charge, 0, widow_reattack_blaster, // 100 degrees right
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster, // 50 degrees right
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster, // straight
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster, // 50 degrees left
|
|
ai_charge, 0, widow_reattack_blaster,
|
|
ai_charge, 0, widow_reattack_blaster // 70 degrees left
|
|
};
|
|
mmove_t widow_move_attack_blaster = {FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, NULL};
|
|
|
|
mframe_t widow_frames_attack_post_blaster [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL
|
|
};
|
|
mmove_t widow_move_attack_post_blaster = {FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run};
|
|
|
|
mframe_t widow_frames_attack_post_blaster_r [] =
|
|
{
|
|
ai_charge, -2, NULL,
|
|
ai_charge, -10, NULL,
|
|
ai_charge, -2, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_start_run_12
|
|
};
|
|
mmove_t widow_move_attack_post_blaster_r = {FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, NULL};
|
|
|
|
mframe_t widow_frames_attack_post_blaster_l [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 14, NULL,
|
|
ai_charge, -2, NULL,
|
|
ai_charge, 10, NULL,
|
|
ai_charge, 10, widow_start_run_12
|
|
};
|
|
mmove_t widow_move_attack_post_blaster_l = {FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, NULL};
|
|
|
|
mmove_t widow_move_attack_rail;
|
|
mmove_t widow_move_attack_rail_l;
|
|
mmove_t widow_move_attack_rail_r;
|
|
|
|
void WidowRail (edict_t *self)
|
|
{
|
|
vec3_t start;
|
|
vec3_t dir;
|
|
vec3_t forward, right;
|
|
int flash;
|
|
|
|
// gi.dprintf ("railing!\n");
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
|
|
if (self->monsterinfo.currentmove == &widow_move_attack_rail)
|
|
flash = MZ2_WIDOW_RAIL;
|
|
else if (self->monsterinfo.currentmove == &widow_move_attack_rail_l)
|
|
{
|
|
flash = MZ2_WIDOW_RAIL_LEFT;
|
|
}
|
|
else if (self->monsterinfo.currentmove == &widow_move_attack_rail_r)
|
|
{
|
|
flash = MZ2_WIDOW_RAIL_RIGHT;
|
|
}
|
|
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[flash], forward, right, start);
|
|
|
|
// calc direction to where we targeted
|
|
|
|
// Lazarus fog reduction of accuracy
|
|
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
|
|
{
|
|
self->pos1[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
self->pos1[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
self->pos1[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
}
|
|
|
|
VectorSubtract (self->pos1, start, dir);
|
|
VectorNormalize (dir);
|
|
|
|
monster_fire_railgun (self, start, dir, WIDOW_RAIL_DAMAGE*widow_damage_multiplier, 100, flash);
|
|
self->timestamp = level.time + RAIL_TIME;
|
|
}
|
|
|
|
void WidowSaveLoc (edict_t *self)
|
|
{
|
|
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
|
|
self->pos1[2] += self->enemy->viewheight;
|
|
};
|
|
|
|
void widow_start_rail (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
}
|
|
|
|
void widow_rail_done (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
|
|
mframe_t widow_frames_attack_pre_rail [] =
|
|
{
|
|
ai_charge, 0, widow_start_rail,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_attack_rail
|
|
};
|
|
mmove_t widow_move_attack_pre_rail = {FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, NULL};
|
|
|
|
mframe_t widow_frames_attack_rail [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, WidowSaveLoc,
|
|
ai_charge, -10, WidowRail,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_rail_done
|
|
};
|
|
mmove_t widow_move_attack_rail = {FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run};
|
|
|
|
mframe_t widow_frames_attack_rail_r [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, WidowSaveLoc,
|
|
ai_charge, -10, WidowRail,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_rail_done
|
|
};
|
|
mmove_t widow_move_attack_rail_r = {FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run};
|
|
|
|
mframe_t widow_frames_attack_rail_l [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, WidowSaveLoc,
|
|
ai_charge, -10, WidowRail,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_rail_done
|
|
};
|
|
mmove_t widow_move_attack_rail_l = {FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run};
|
|
|
|
void widow_attack_rail (edict_t *self)
|
|
{
|
|
float enemy_angle;
|
|
// gi.dprintf ("going to the rail!\n");
|
|
|
|
enemy_angle = target_angle (self);
|
|
|
|
if (enemy_angle < -15)
|
|
self->monsterinfo.currentmove = &widow_move_attack_rail_l;
|
|
else if (enemy_angle > 15)
|
|
self->monsterinfo.currentmove = &widow_move_attack_rail_r;
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_attack_rail;
|
|
}
|
|
|
|
void widow_start_spawn (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
}
|
|
|
|
void widow_done_spawn (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
|
|
mframe_t widow_frames_spawn [] =
|
|
{
|
|
ai_charge, 0, NULL, //1
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_start_spawn,
|
|
ai_charge, 0, NULL, //5
|
|
ai_charge, 0, WidowBlaster, //6
|
|
ai_charge, 0, widow_ready_spawn, //7
|
|
ai_charge, 0, WidowBlaster,
|
|
ai_charge, 0, WidowBlaster, //9
|
|
ai_charge, 0, widow_spawn_check,
|
|
ai_charge, 0, WidowBlaster, //11
|
|
ai_charge, 0, WidowBlaster,
|
|
ai_charge, 0, WidowBlaster, //13
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, widow_done_spawn
|
|
};
|
|
mmove_t widow_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run};
|
|
|
|
mframe_t widow_frames_pain_heavy [] =
|
|
{
|
|
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 widow_move_pain_heavy = {FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run};
|
|
|
|
mframe_t widow_frames_pain_light [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t widow_move_pain_light = {FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run};
|
|
|
|
void spawn_out_start (edict_t *self)
|
|
{
|
|
vec3_t startpoint,f,r,u;
|
|
self->wait = level.time + 2.0;
|
|
|
|
// gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
|
|
AngleVectors (self->s.angles, f, r, u);
|
|
|
|
G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WIDOWBEAMOUT);
|
|
gi.WriteShort (20001);
|
|
gi.WritePosition (startpoint);
|
|
gi.multicast (startpoint, MULTICAST_ALL);
|
|
|
|
G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WIDOWBEAMOUT);
|
|
gi.WriteShort (20002);
|
|
gi.WritePosition (startpoint);
|
|
gi.multicast (startpoint, MULTICAST_ALL);
|
|
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
void spawn_out_do (edict_t *self)
|
|
{
|
|
vec3_t startpoint,f,r,u;
|
|
|
|
AngleVectors (self->s.angles, f, r, u);
|
|
G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WIDOWSPLASH);
|
|
gi.WritePosition (startpoint);
|
|
gi.multicast (startpoint, MULTICAST_ALL);
|
|
|
|
G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WIDOWSPLASH);
|
|
gi.WritePosition (startpoint);
|
|
gi.multicast (startpoint, MULTICAST_ALL);
|
|
|
|
VectorCopy (self->s.origin, startpoint);
|
|
startpoint[2] += 36;
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BOSSTPORT);
|
|
gi.WritePosition (startpoint);
|
|
gi.multicast (startpoint, MULTICAST_PVS);
|
|
|
|
Widowlegs_Spawn (self->s.origin, self->s.angles);
|
|
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
mframe_t widow_frames_death [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL, //5
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, spawn_out_start, //10
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL, //15
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL, //20
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL, //25
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL, //30
|
|
ai_move, 0, spawn_out_do
|
|
};
|
|
mmove_t widow_move_death = {FRAME_death01, FRAME_death31, widow_frames_death, NULL};
|
|
|
|
void widow_attack_kick (edict_t *self)
|
|
{
|
|
vec3_t aim;
|
|
|
|
// VectorSet (aim, MELEE_DISTANCE, 0, 4);
|
|
VectorSet (aim, 100, 0, 4);
|
|
if (self->enemy->groundentity)
|
|
fire_hit (self, aim, (50 + (rand() % 6)), 500);
|
|
else // not as much kick if they're in the air .. makes it harder to land on her head
|
|
fire_hit (self, aim, (50 + (rand() % 6)), 250);
|
|
|
|
}
|
|
|
|
mframe_t widow_frames_attack_kick [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, widow_attack_kick,
|
|
ai_move, 0, NULL, // 5
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
|
|
mmove_t widow_move_attack_kick = {FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run};
|
|
|
|
void widow_stand (edict_t *self)
|
|
{
|
|
// gi.dprintf ("widow stand\n");
|
|
gi.sound (self, CHAN_WEAPON, gi.soundindex ("widow/laugh.wav"), 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_stand;
|
|
}
|
|
|
|
void widow_run (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
self->monsterinfo.currentmove = &widow_move_stand;
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_run;
|
|
}
|
|
|
|
void widow_walk (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_walk;
|
|
}
|
|
|
|
void widow_attack (edict_t *self)
|
|
{
|
|
float luck;
|
|
qboolean rail_frames = false, blaster_frames = false, blocked = false, anger = false;
|
|
|
|
self->movetarget = NULL;
|
|
|
|
if (self->monsterinfo.aiflags & AI_BLOCKED)
|
|
{
|
|
blocked = true;
|
|
self->monsterinfo.aiflags &= ~AI_BLOCKED;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_TARGET_ANGER)
|
|
{
|
|
anger = true;
|
|
self->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
|
|
}
|
|
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
return;
|
|
|
|
if (self->bad_area)
|
|
{
|
|
if ((random() < 0.1) || (level.time < self->timestamp))
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames
|
|
// frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames
|
|
|
|
if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03)))
|
|
rail_frames = true;
|
|
|
|
if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12))
|
|
blaster_frames = true;
|
|
|
|
WidowCalcSlots(self);
|
|
|
|
// if we can't see the target, spawn stuff regardless of frame
|
|
if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2))
|
|
{
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// gi.dprintf ("attacking blind!\n");
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
return;
|
|
}
|
|
|
|
// accept bias towards spawning regardless of frame
|
|
if (blocked && (SELF_SLOTS_LEFT >= 2))
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
return;
|
|
}
|
|
|
|
if ((realrange(self, self->enemy) > 300) && (!anger) && (random() < 0.5) && (!blocked))
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_run_attack;
|
|
return;
|
|
}
|
|
|
|
if (blaster_frames)
|
|
{
|
|
// gi.dprintf ("blaster frame %2.2f <= %2.2f\n", self->monsterinfo.pausetime + BLASTER_TIME, level.time);
|
|
if (SELF_SLOTS_LEFT >= 2)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
return;
|
|
}
|
|
else if (self->monsterinfo.pausetime + BLASTER_TIME <= level.time)
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (rail_frames)
|
|
{
|
|
// gi.dprintf ("rail frame %2.2f - %2.2f\n", level.time, self->timestamp);
|
|
if (!(level.time < self->timestamp))
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
}
|
|
|
|
if ((rail_frames) || (blaster_frames))
|
|
return;
|
|
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// gi.dprintf ("widow: unknown start frame, picking randomly\n");
|
|
|
|
luck = random();
|
|
if (SELF_SLOTS_LEFT >= 2)
|
|
{
|
|
if ((luck <= 0.40) && (self->monsterinfo.pausetime + BLASTER_TIME <= level.time))
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else if ((luck <= 0.7) && !(level.time < self->timestamp))
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
}
|
|
else
|
|
{
|
|
if (level.time < self->timestamp)
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else if ((luck <= 0.50) || (level.time + BLASTER_TIME >= self->monsterinfo.pausetime))
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
else // holdout to blaster
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
}
|
|
}
|
|
/*
|
|
void widow_attack (edict_t *self)
|
|
{
|
|
float range, luck;
|
|
|
|
// gi.dprintf ("widow attack\n");
|
|
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
return;
|
|
|
|
if (self->bad_area)
|
|
{
|
|
if ((random() < 0.1) || (level.time < self->timestamp))
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// if we can't see the target, spawn stuff
|
|
if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames))
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
return;
|
|
}
|
|
|
|
range = realrange (self, self->enemy);
|
|
|
|
if (range < 600)
|
|
{
|
|
luck = random();
|
|
if (SLOTS_LEFT >= 2)
|
|
{
|
|
if (luck <= 0.40)
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else if ((luck <= 0.7) && !(level.time < self->timestamp))
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
}
|
|
else
|
|
{
|
|
if ((luck <= 0.50) || (level.time < self->timestamp))
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
luck = random();
|
|
if (SLOTS_LEFT >= 2)
|
|
{
|
|
if (luck < 0.3)
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else if ((luck < 0.65) || (level.time < self->timestamp))
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((luck < 0.45) || (level.time < self->timestamp))
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
void widow_attack_blaster (edict_t *self)
|
|
{
|
|
self->monsterinfo.pausetime = level.time + 1.0 + (2.0*random());
|
|
// self->monsterinfo.pausetime = level.time + 100;
|
|
// self->plat2flags = 0;
|
|
self->monsterinfo.currentmove = &widow_move_attack_blaster;
|
|
self->monsterinfo.nextframe = WidowTorso (self);
|
|
}
|
|
|
|
void widow_reattack_blaster (edict_t *self)
|
|
{
|
|
WidowBlaster(self);
|
|
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// {
|
|
// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l)
|
|
// gi.dprintf ("pulling left!\n");
|
|
// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r)
|
|
// gi.dprintf ("pulling right!\n");
|
|
// }
|
|
|
|
// self->monsterinfo.currentmove = &widow_move_attack_blaster;
|
|
// self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
// return;
|
|
// if WidowBlaster bailed us out of the frames, just bail
|
|
if ((self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) ||
|
|
(self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r))
|
|
return;
|
|
|
|
// if we're not done with the attack, don't leave the sequence
|
|
if (self->monsterinfo.pausetime >= level.time)
|
|
return;
|
|
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
|
|
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
|
|
}
|
|
/*
|
|
if ( infront(self, self->enemy) )
|
|
if (random() <= 0.5)
|
|
if ((random() < 0.7) || (SLOTS_LEFT <= 1))
|
|
self->monsterinfo.currentmove = &widow_move_attack_blaster;
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_spawn;
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
|
|
else
|
|
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
|
|
}
|
|
*/
|
|
|
|
|
|
void widow_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum |= 1;
|
|
|
|
if (skill->value == 3)
|
|
return; // no pain anims in nightmare
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
if (self->monsterinfo.pausetime == 100000000)
|
|
self->monsterinfo.pausetime = 0;
|
|
|
|
self->pain_debounce_time = level.time + 5;
|
|
|
|
if (damage < 15)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
|
|
}
|
|
else if (damage < 75)
|
|
{
|
|
if ((skill->value < 3) && (random() < (0.6 - (0.2*((float)skill->value)))))
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_pain_light;
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
|
|
}
|
|
else
|
|
{
|
|
if ((skill->value < 3) && (random() < (0.75 - (0.1*((float)skill->value)))))
|
|
{
|
|
self->monsterinfo.currentmove = &widow_move_pain_heavy;
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
|
|
}
|
|
}
|
|
|
|
void widow_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -56, -56, 0);
|
|
VectorSet (self->maxs, 56, 56, 80);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
M_FlyCheck (self);
|
|
}
|
|
|
|
void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
self->s.skinnum |= 1;
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_NO;
|
|
self->count = 0;
|
|
self->monsterinfo.quad_framenum = 0;
|
|
self->monsterinfo.double_framenum = 0;
|
|
self->monsterinfo.invincible_framenum = 0;
|
|
self->monsterinfo.currentmove = &widow_move_death;
|
|
}
|
|
|
|
void widow_melee (edict_t *self)
|
|
{
|
|
// monster_done_dodge (self);
|
|
self->monsterinfo.currentmove = &widow_move_attack_kick;
|
|
}
|
|
|
|
void WidowGoinQuad (edict_t *self, float framenum)
|
|
{
|
|
self->monsterinfo.quad_framenum = framenum;
|
|
widow_damage_multiplier = 4;
|
|
}
|
|
|
|
void WidowDouble (edict_t *self, float framenum)
|
|
{
|
|
self->monsterinfo.double_framenum = framenum;
|
|
widow_damage_multiplier = 2;
|
|
}
|
|
|
|
void WidowPent (edict_t *self, float framenum)
|
|
{
|
|
self->monsterinfo.invincible_framenum = framenum;
|
|
}
|
|
|
|
void WidowPowerArmor (edict_t *self)
|
|
{
|
|
if (self->powerarmortype == 1)
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
else
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
// I don't like this, but it works
|
|
if (self->monsterinfo.power_armor_power <= 0)
|
|
self->monsterinfo.power_armor_power += 250 * skill->value;
|
|
}
|
|
|
|
void WidowRespondPowerup (edict_t *self, edict_t *other)
|
|
{
|
|
if (other->s.effects & EF_QUAD)
|
|
{
|
|
if (skill->value == 1)
|
|
WidowDouble (self, other->client->quad_framenum);
|
|
else if (skill->value == 2)
|
|
WidowGoinQuad (self, other->client->quad_framenum);
|
|
else if (skill->value == 3)
|
|
{
|
|
WidowGoinQuad (self, other->client->quad_framenum);
|
|
WidowPowerArmor (self);
|
|
}
|
|
}
|
|
else if (other->s.effects & EF_DOUBLE)
|
|
{
|
|
if (skill->value == 2)
|
|
WidowDouble (self, other->client->double_framenum);
|
|
else if (skill->value == 3)
|
|
{
|
|
WidowDouble (self, other->client->double_framenum);
|
|
WidowPowerArmor (self);
|
|
}
|
|
}
|
|
else
|
|
widow_damage_multiplier = 1;
|
|
|
|
if (other->s.effects & EF_PENT)
|
|
{
|
|
if (skill->value == 1)
|
|
WidowPowerArmor (self);
|
|
else if (skill->value == 2)
|
|
WidowPent (self, other->client->invincible_framenum);
|
|
else if (skill->value == 3)
|
|
{
|
|
WidowPent (self, other->client->invincible_framenum);
|
|
WidowPowerArmor (self);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WidowPowerups (edict_t *self)
|
|
{
|
|
int player;
|
|
edict_t *ent;
|
|
|
|
if (!(coop && coop->value))
|
|
{
|
|
WidowRespondPowerup (self, self->enemy);
|
|
}
|
|
else
|
|
{
|
|
// in coop, check for pents, then quads, then doubles
|
|
for (player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_PENT)
|
|
{
|
|
WidowRespondPowerup (self, ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_QUAD)
|
|
{
|
|
WidowRespondPowerup (self, ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_DOUBLE)
|
|
{
|
|
WidowRespondPowerup (self, ent);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean Widow_CheckAttack (edict_t *self)
|
|
{
|
|
vec3_t spot1, spot2;
|
|
vec3_t temp;
|
|
float chance;
|
|
trace_t tr;
|
|
qboolean enemy_infront;
|
|
int enemy_range;
|
|
float enemy_yaw;
|
|
float real_enemy_range;
|
|
|
|
if (!self->enemy)
|
|
return false;
|
|
|
|
WidowPowerups(self);
|
|
|
|
if (self->monsterinfo.currentmove == &widow_move_run)
|
|
{
|
|
// if we're in run, make sure we're in a good frame for attacking before doing anything else
|
|
// frames 1,2,3,9,10,11,13 good to fire
|
|
switch (self->s.frame)
|
|
{
|
|
case FRAME_walk04:
|
|
case FRAME_walk05:
|
|
case FRAME_walk06:
|
|
case FRAME_walk07:
|
|
case FRAME_walk08:
|
|
case FRAME_walk12:
|
|
{
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// gi.dprintf ("Not in good walk frame (%d), not attacking\n", (self->s.frame - FRAME_walk01+1));
|
|
return false;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// give a LARGE bias to spawning things when we have room
|
|
// use AI_BLOCKED as a signal to attack to spawn
|
|
if ((random() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150))
|
|
{
|
|
self->monsterinfo.aiflags |= AI_BLOCKED;
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
if (self->enemy->health > 0)
|
|
{
|
|
// see if any entities are in the way of the shot
|
|
VectorCopy (self->s.origin, spot1);
|
|
spot1[2] += self->viewheight;
|
|
VectorCopy (self->enemy->s.origin, spot2);
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
|
|
|
|
// do we have a clear shot?
|
|
if (tr.ent != self->enemy)
|
|
{
|
|
// go ahead and spawn stuff if we're mad a a client
|
|
if (self->enemy->client && SELF_SLOTS_LEFT >= 2)
|
|
{
|
|
self->monsterinfo.attack_state = AS_BLIND;
|
|
return true;
|
|
}
|
|
|
|
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
|
|
if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
|
|
return false;
|
|
}
|
|
}
|
|
|
|
enemy_infront = infront(self, self->enemy);
|
|
|
|
enemy_range = range(self, self->enemy);
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
|
enemy_yaw = vectoyaw2(temp);
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
real_enemy_range = realrange (self, self->enemy);
|
|
|
|
// if (g_showlogic->value)
|
|
// gi.dprintf ("range = %2.2f\n", real_enemy_range);
|
|
|
|
// melee attack
|
|
// if (enemy_range == RANGE_MELEE)
|
|
if (real_enemy_range <= (MELEE_DISTANCE+20))
|
|
{
|
|
// don't always melee in easy mode
|
|
if (skill->value == 0 && (rand()&3) )
|
|
return false;
|
|
if (self->monsterinfo.melee)
|
|
self->monsterinfo.attack_state = AS_MELEE;
|
|
else
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
return false;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
chance = 0.4;
|
|
}
|
|
else if (enemy_range == RANGE_MELEE)
|
|
{
|
|
chance = 0.8;
|
|
}
|
|
else if (enemy_range == RANGE_NEAR)
|
|
{
|
|
chance = 0.7;
|
|
}
|
|
else if (enemy_range == RANGE_MID)
|
|
{
|
|
chance = 0.6;
|
|
}
|
|
else if (enemy_range == RANGE_FAR)
|
|
{
|
|
chance = 0.5;
|
|
}
|
|
|
|
// PGM - go ahead and shoot every time if it's a info_notnull
|
|
if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean widow_blocked (edict_t *self, float dist)
|
|
{
|
|
// if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag,
|
|
// and call attack to get a new attack sequence. make sure to turn it off when we're done.
|
|
//
|
|
// I'm using AI_TARGET_ANGER for this purpose
|
|
|
|
if (self->monsterinfo.currentmove == &widow_move_run_attack)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_TARGET_ANGER;
|
|
if (self->monsterinfo.checkattack(self))
|
|
self->monsterinfo.attack(self);
|
|
else
|
|
self->monsterinfo.run(self);
|
|
return true;
|
|
}
|
|
|
|
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
|
|
return true;
|
|
|
|
/*
|
|
if(blocked_checkjump (self, dist, 192, 40))
|
|
{
|
|
infantry_jump(self);
|
|
return true;
|
|
}
|
|
|
|
if(blocked_checkplat (self, dist))
|
|
return true;
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
void WidowCalcSlots (edict_t *self)
|
|
{
|
|
int old_slots;
|
|
|
|
old_slots = self->monsterinfo.monster_slots;
|
|
|
|
switch ((int)skill->value)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
self->monsterinfo.monster_slots = 3;
|
|
break;
|
|
case 2:
|
|
self->monsterinfo.monster_slots = 4;
|
|
break;
|
|
case 3:
|
|
self->monsterinfo.monster_slots = 6;
|
|
break;
|
|
default:
|
|
self->monsterinfo.monster_slots = 3;
|
|
break;
|
|
}
|
|
if (coop->value)
|
|
{
|
|
self->monsterinfo.monster_slots = min (6, self->monsterinfo.monster_slots + ((skill->value)*(CountPlayers()-1)));
|
|
}
|
|
// if ((g_showlogic) && (g_showlogic->value) && (old_slots != self->monsterinfo.monster_slots))
|
|
// gi.dprintf ("number of slots changed from %d to %d\n", old_slots, self->monsterinfo.monster_slots);
|
|
}
|
|
|
|
void WidowPrecache ()
|
|
{
|
|
// cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
|
|
gi.soundindex ("stalker/pain.wav");
|
|
gi.soundindex ("stalker/death.wav");
|
|
gi.soundindex ("stalker/sight.wav");
|
|
gi.soundindex ("stalker/melee1.wav");
|
|
gi.soundindex ("stalker/melee2.wav");
|
|
gi.soundindex ("stalker/idle.wav");
|
|
|
|
gi.soundindex ("tank/tnkatck3.wav");
|
|
gi.modelindex ("models/proj/laser2/tris.md2");
|
|
|
|
gi.modelindex ("models/monsters/stalker/tris.md2");
|
|
gi.modelindex ("models/items/spawngro2/tris.md2");
|
|
gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
|
|
gi.modelindex ("models/objects/gibs/gear/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2");
|
|
//Knightmare- this isn't used
|
|
//gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2");
|
|
gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2");
|
|
gi.modelindex ("models/monsters/legs/tris.md2");
|
|
gi.soundindex ("misc/bwidowbeamout.wav");
|
|
|
|
gi.soundindex ("misc/bigtele.wav");
|
|
gi.soundindex ("widow/bwstep3.wav");
|
|
gi.soundindex ("widow/bwstep2.wav");
|
|
}
|
|
|
|
|
|
/*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight GoodGuy
|
|
*/
|
|
void SP_monster_widow (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex ("widow/bw1pain1.wav");
|
|
sound_pain2 = gi.soundindex ("widow/bw1pain2.wav");
|
|
sound_pain3 = gi.soundindex ("widow/bw1pain3.wav");
|
|
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
|
|
// sound_sight = gi.soundindex ("widow/sight.wav");
|
|
sound_rail = gi.soundindex ("gladiator/railgun.wav");
|
|
|
|
// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/blackwidow/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
// self->style = 0; //clear for custom bloodtype flag
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2");
|
|
VectorSet (self->mins, -40, -40, 0);
|
|
VectorSet (self->maxs, 40, 40, 144);
|
|
|
|
if(!self->health)
|
|
self->health = 2000 + 1000*(skill->value);
|
|
if (coop->value)
|
|
self->health += 500*(skill->value);
|
|
// self->health = 1;
|
|
if(!self->gib_health)
|
|
self->gib_health = -5000;
|
|
if(!self->mass)
|
|
self->mass = 1500;
|
|
/*
|
|
if (skill->value == 2)
|
|
{
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = 250;
|
|
}
|
|
else */if (skill->value == 3)
|
|
{
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = 500;
|
|
}
|
|
|
|
self->yaw_speed = 30;
|
|
|
|
self->flags |= FL_IMMUNE_LASER;
|
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
|
|
|
self->pain = widow_pain;
|
|
self->die = widow_die;
|
|
|
|
self->monsterinfo.melee = widow_melee;
|
|
self->monsterinfo.stand = widow_stand;
|
|
self->monsterinfo.walk = widow_walk;
|
|
self->monsterinfo.run = widow_run;
|
|
self->monsterinfo.attack = widow_attack;
|
|
self->monsterinfo.search = widow_search;
|
|
self->monsterinfo.checkattack = Widow_CheckAttack;
|
|
self->monsterinfo.sight = widow_sight;
|
|
self->monsterinfo.blocked = widow_blocked;
|
|
|
|
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;
|
|
}
|
|
self->common_name = "Black Widow";
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &widow_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
WidowPrecache();
|
|
WidowCalcSlots(self);
|
|
widow_damage_multiplier = 1;
|
|
|
|
walkmonster_start (self);
|
|
}
|
|
// ROGUE
|