thirtyflightsofloving/missionpack/m_gekk.c
Knightmare66 a916bca556 Fixed bug with gekks not jumping out of water in missionpack DLL.
Fixed non-precached sounds for Xatrix soldiers in missionpack DLL.
Changed cvar mp_monster_replace to CVAR_LATCH in missionpack DLL to prevent issues with glitched soldier sounds.
2021-08-26 00:48:03 -04:00

1888 lines
No EOL
43 KiB
C

/*
=================================
Xatrix
m_gekk.c
=================================
*/
#include "g_local.h"
#include "m_gekk.h"
static int sound_swing;
static int sound_hit;
static int sound_hit2;
static int sound_death;
static int sound_pain1;
static int sound_sight;
static int sound_search;
static int sound_step1;
static int sound_step2;
static int sound_step3;
static int sound_thud;
static int sound_chantlow;
static int sound_chantmid;
static int sound_chanthigh;
void gekk_swim (edict_t *self);
extern void gekk_jump_takeoff (edict_t *self);
extern void gekk_jump_takeoff2 (edict_t *self);
extern void gekk_check_landing (edict_t *self);
extern void gekk_check_landing2 (edict_t *self);
extern void gekk_stop_skid (edict_t *self);
extern void water_to_land (edict_t *self);
extern void land_to_water (edict_t *self);
extern void gekk_check_underwater (edict_t *self);
extern void gekk_bite (edict_t *self);
extern void gekk_hit_left (edict_t *self);
extern void gekk_hit_right (edict_t *self);
extern void gekk_run_start (edict_t *self);
extern mmove_t gekk_move_attack1;
extern mmove_t gekk_move_attack2;
extern mmove_t gekk_move_chant;
extern mmove_t gekk_move_swim_start;
extern mmove_t gekk_move_swim_loop;
extern mmove_t gekk_move_spit;
extern mmove_t gekk_move_run_start;
//
// CHECKATTACK
//
qboolean gekk_check_melee (edict_t *self)
{
if (!self)
return false;
if (!self->enemy || (self->enemy->health <= 0))
return false;
if (range (self, self->enemy) == RANGE_MELEE)
return true;
return false;
}
// Knightmare- check for grenades and lasers
qboolean gekk_check_jump_hazard (edict_t *self, qboolean watertoland, qboolean farjump)
{
vec3_t v;
float distance;
trace_t trace;
vec3_t oldorg, neworg, forward, dir;
vec_t g1, g2;
edict_t *grenade;
if (!self)
return false;
if (!self->enemy || (self->enemy->health <= 0)) // paranoia
return false;
// gi.dprintf ("Gekk: checking jump for hazards...\n");
VectorSubtract(self->s.origin, self->enemy->s.origin, v);
distance = VectorLength(v);
VectorCopy (self->s.origin, oldorg);
VectorCopy (self->enemy->s.origin, neworg);
AngleVectors (self->s.angles, forward, NULL, NULL);
trace = gi.trace (self->s.origin, self->mins, self->maxs, neworg, self, MASK_MONSTERSOLID);
// Lazarus: Don't intentionally move closer to a grenade,
// but don't perform this check if we're already evading some
// other problem (maybe even this grenade)
if (!(self->monsterinfo.aiflags & AI_CHASE_THING))
{
grenade = NULL;
while( (grenade = findradius(grenade,neworg,128)) != NULL)
{
if (!grenade->inuse)
continue;
if (!grenade->classname)
continue;
if (!Q_stricmp(grenade->classname, "grenade") || !Q_stricmp(grenade->classname, "hgrenade"))
{
VectorSubtract(grenade->s.origin, oldorg, dir);
g1 = VectorLength(dir);
VectorSubtract(grenade->s.origin, neworg, dir);
g2 = VectorLength(dir);
if (g2 < g1)
{
//gi.dprintf ("Gekk: Jump would put me closer to live grenade, aborting\n");
return false;
}
}
}
}
// Maybe we could could check for lasers using badarea fields?
return true;
}
qboolean gekk_check_jump (edict_t *self)
{
vec3_t v;
float distance;
if (!self)
return false;
if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
return false;
v[0] = self->s.origin[0] - self->enemy->s.origin[0];
v[1] = self->s.origin[1] - self->enemy->s.origin[1];
v[2] = 0;
distance = VectorLength(v);
if (distance < 100)
{
return false;
}
if (distance > 100)
{
if (random() < 0.9)
return false;
}
return true;
}
qboolean gekk_check_jump_close (edict_t *self)
{
vec3_t v;
float distance;
if (!self)
return false;
v[0] = self->s.origin[0] - self->enemy->s.origin[0];
v[1] = self->s.origin[1] - self->enemy->s.origin[1];
v[2] = 0;
distance = VectorLength(v);
if (distance < 100)
{
if (self->s.origin[2] < self->enemy->s.origin[2])
return true;
else
return false;
}
return true;
}
qboolean gekk_checkattack (edict_t *self)
{
if (!self)
return false;
if (!self->enemy || (self->enemy->health <= 0))
return false;
if (gekk_check_melee(self))
{
self->monsterinfo.attack_state = AS_MELEE;
return true;
}
if (gekk_check_jump(self))
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
if (gekk_check_jump_close (self) && !self->waterlevel)
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
return false;
}
//
// SOUNDS
//
void gekk_step (edict_t *self)
{
int n;
if (!self)
return;
n = (rand() + 1) % 3;
if (n == 0)
gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
else if (n == 1)
gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
}
void gekk_sight (edict_t *self, edict_t *other)
{
if (!self)
return;
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gekk_search (edict_t *self)
{
float r;
if (!self)
return;
if (self->spawnflags & 8)
{
r = random();
if (r < 0.33)
gi.sound (self, CHAN_VOICE, sound_chantlow, 1, ATTN_NORM, 0);
else if (r < 0.67)
gi.sound (self, CHAN_VOICE, sound_chantmid, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_chanthigh, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
self->health += 10 + (10 * random());
if (self->health > self->max_health)
self->health = self->max_health;
// Knightmare- special skins
if (self->health < (self->max_health /4))
{
if (self->style)
self->s.skinnum = self->style * 3 + 2;
else
self->s.skinnum = 2;
}
else if (self->health < (self->max_health / 2))
{
if (self->style)
self->s.skinnum = self->style * 3 + 1;
else
self->s.skinnum = 1;
}
else
{
if (self->style)
self->s.skinnum = self->style * 3;
else
self->s.skinnum = 0;
}
// end Knightmare
}
void gekk_swing (edict_t *self)
{
if (!self)
return;
gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
}
extern mmove_t gekk_move_run;
void gekk_face (edict_t *self)
{
if (!self)
return;
self->monsterinfo.currentmove = &gekk_move_run;
}
//
// STAND
//
void ai_stand2 (edict_t *self, float dist)
{
if (!self)
return;
if (self->spawnflags & 8)
{
ai_move (self, dist);
if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
{
if (self->monsterinfo.idle_time)
{
self->monsterinfo.idle (self);
self->monsterinfo.idle_time = level.time + 15 + random() * 15;
}
else
{
self->monsterinfo.idle_time = level.time + random() * 15;
}
}
}
else
ai_stand (self, dist);
}
mframe_t gekk_frames_stand [] =
{
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL, // 10
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL, // 20
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL, // 30
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, gekk_check_underwater,
};
mmove_t gekk_move_stand = {FRAME_stand_01, FRAME_stand_39, gekk_frames_stand, NULL};
mframe_t gekk_frames_standunderwater[] =
{
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, gekk_check_underwater
};
mmove_t gekk_move_standunderwater = {FRAME_amb_01, FRAME_amb_04, gekk_frames_standunderwater, NULL};
void gekk_swim_loop (edict_t *self)
{
if (!self)
return;
self->flags |= FL_SWIM;
self->monsterinfo.currentmove = &gekk_move_swim_loop;
}
mframe_t gekk_frames_swim [] =
{
ai_run, 16, NULL,
ai_run, 16, NULL,
ai_run, 16, NULL,
ai_run, 16, gekk_swim
};
mmove_t gekk_move_swim_loop = {FRAME_amb_01, FRAME_amb_04, gekk_frames_swim, gekk_swim_loop};
mframe_t gekk_frames_swim_start [] =
{
ai_run, 14, NULL,
ai_run, 14, NULL,
ai_run, 14, NULL,
ai_run, 14, NULL,
ai_run, 16, NULL,
ai_run, 16, NULL,
ai_run, 16, NULL,
ai_run, 18, NULL,
ai_run, 18, gekk_hit_left,
ai_run, 18, NULL,
ai_run, 20, NULL,
ai_run, 20, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 24, gekk_hit_right,
ai_run, 24, NULL,
ai_run, 26, NULL,
ai_run, 26, NULL,
ai_run, 24, NULL,
ai_run, 24, NULL,
ai_run, 22, gekk_bite,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 22, NULL,
ai_run, 18, NULL,
ai_run, 18, NULL,
ai_run, 18, NULL,
ai_run, 18, NULL
};
mmove_t gekk_move_swim_start = {FRAME_swim_01, FRAME_swim_32, gekk_frames_swim_start, gekk_swim_loop};
void gekk_swim (edict_t *self)
{
if (!self)
return;
if (!self->enemy || (self->enemy->health <= 0)) // paranoia
return;
// Knightmare- check for grenades and lasers
if ( !self->enemy->waterlevel && (random() > 0.7) && gekk_check_jump_hazard(self, true, gekk_check_jump(self)) )
water_to_land (self);
else
self->monsterinfo.currentmove = &gekk_move_swim_start;
}
void gekk_stand (edict_t *self)
{
if (!self)
return;
if (self->waterlevel)
self->monsterinfo.currentmove = &gekk_move_standunderwater;
else
self->monsterinfo.currentmove = &gekk_move_stand;
}
void gekk_chant (edict_t *self)
{
if (!self)
return;
self->monsterinfo.currentmove = &gekk_move_chant;
}
//
// IDLE
//
void gekk_idle_loop (edict_t *self)
{
if (!self)
return;
if (random() > 0.75 && self->health < self->max_health)
self->monsterinfo.nextframe = FRAME_idle_01;
}
mframe_t gekk_frames_idle [] =
{
ai_stand2, 0, gekk_search,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, NULL,
ai_stand2, 0, gekk_idle_loop
};
mmove_t gekk_move_idle = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_stand};
mmove_t gekk_move_idle2 = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_face};
mframe_t gekk_frames_idle2 [] =
{
ai_move, 0, gekk_search,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, gekk_idle_loop
};
mmove_t gekk_move_chant = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle2, gekk_chant};
void gekk_idle (edict_t *self)
{
if (!self)
return;
if (!self->waterlevel)
self->monsterinfo.currentmove = &gekk_move_idle;
else
self->monsterinfo.currentmove = &gekk_move_swim_start;
// gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//
// WALK
//
void gekk_walk (edict_t *self);
mframe_t gekk_frames_walk[] =
{
ai_walk, 3.849, gekk_check_underwater, // frame 0
ai_walk, 19.606, NULL, // frame 1
ai_walk, 25.583, NULL, // frame 2
ai_walk, 34.625, gekk_step, // frame 3
ai_walk, 27.365, NULL, // frame 4
ai_walk, 28.480, NULL, // frame 5
};
mmove_t gekk_move_walk = {FRAME_run_01, FRAME_run_06, gekk_frames_walk, NULL};
void gekk_walk (edict_t *self)
{
if (!self)
return;
self->monsterinfo.currentmove = &gekk_move_walk;
}
//
// RUN
//
void gekk_run_start (edict_t *self)
{
if (!self)
return;
if (self->waterlevel)
{
self->monsterinfo.currentmove = &gekk_move_swim_start;
}
else
{
self->monsterinfo.currentmove = &gekk_move_run_start;
}
}
void gekk_run (edict_t *self)
{
if (!self)
return;
if (self->waterlevel)
{
self->monsterinfo.currentmove = &gekk_move_swim_start;
return;
}
else
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &gekk_move_stand;
else
self->monsterinfo.currentmove = &gekk_move_run;
}
}
mframe_t gekk_frames_run[] =
{
ai_run, 3.849, gekk_check_underwater, // frame 0
ai_run, 19.606, NULL, // frame 1
ai_run, 25.583, NULL, // frame 2
ai_run, 34.625, gekk_step, // frame 3
ai_run, 27.365, NULL, // frame 4
ai_run, 28.480, NULL, // frame 5
};
mmove_t gekk_move_run = {FRAME_run_01, FRAME_run_06, gekk_frames_run, NULL};
mframe_t gekk_frames_run_st[] =
{
ai_run, 0.212, NULL, // frame 0
ai_run, 19.753, NULL, // frame 1
};
mmove_t gekk_move_run_start = {FRAME_stand_01, FRAME_stand_02, gekk_frames_run_st, gekk_run};
//
// MELEE
//
void gekk_hit_left (edict_t *self)
{
vec3_t aim;
if (!self)
return;
if (!self->enemy || (self->enemy->health <= 0)) // paranoia
return;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
void gekk_hit_right (edict_t *self)
{
vec3_t aim;
if (!self)
return;
if (!self->enemy || (self->enemy->health <= 0)) // paranoia
return;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
void gekk_check_refire (edict_t *self)
{
if (!self)
return;
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if (random() < (skill->value * 0.1))
{
if (range (self, self->enemy) == RANGE_MELEE)
{
if (self->s.frame == FRAME_clawatk3_09)
self->monsterinfo.currentmove = &gekk_move_attack2;
else if (self->s.frame == FRAME_clawatk5_09)
self->monsterinfo.currentmove = &gekk_move_attack1;
}
}
}
void loogie_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!self || !other || !plane)
return;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_GEKK);
G_FreeEdict (self);
};
void fire_loogie (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed)
{
edict_t *loogie;
trace_t tr;
if (!self)
return;
VectorNormalize (dir);
loogie = G_Spawn();
VectorCopy (start, loogie->s.origin);
VectorCopy (start, loogie->s.old_origin);
vectoangles (dir, loogie->s.angles);
VectorScale (dir, speed, loogie->velocity);
loogie->movetype = MOVETYPE_FLYMISSILE;
loogie->clipmask = MASK_SHOT;
loogie->solid = SOLID_BBOX;
loogie->s.effects |= EF_BLASTER;
VectorClear (loogie->mins);
VectorClear (loogie->maxs);
loogie->s.modelindex = gi.modelindex ("models/objects/loogy/tris.md2");
loogie->owner = self;
loogie->touch = loogie_touch;
loogie->nextthink = level.time + 2;
loogie->think = G_FreeEdict;
loogie->dmg = damage;
loogie->classname = "loogie";
loogie->class_id = ENTITY_LOOGIE;
gi.linkentity (loogie);
tr = gi.trace (self->s.origin, NULL, NULL, loogie->s.origin, loogie, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (loogie->s.origin, -10, dir, loogie->s.origin);
loogie->touch (loogie, tr.ent, NULL, NULL);
}
}
// NOTE: SP_gekk_loogie should ONLY be used for gekk loogies that have changed
// maps via trigger_transition. It should NOT be used for map entities.
void gekk_loogie_delayed_start (edict_t *loogie)
{
if (g_edicts[1].linkcount)
{
VectorScale(loogie->movedir,loogie->moveinfo.speed,loogie->velocity);
loogie->nextthink = level.time + 2;
loogie->think = G_FreeEdict;
gi.linkentity(loogie);
}
else
loogie->nextthink = level.time + FRAMETIME;
}
void SP_gekk_loogie (edict_t *loogie)
{
loogie->s.modelindex = gi.modelindex ("models/objects/loogy/tris.md2");
loogie->touch = loogie_touch;
VectorCopy(loogie->velocity,loogie->movedir);
VectorNormalize(loogie->movedir);
loogie->moveinfo.speed = VectorLength(loogie->velocity);
VectorClear(loogie->velocity);
loogie->think = gekk_loogie_delayed_start;
loogie->nextthink = level.time + FRAMETIME;
gi.linkentity(loogie);
}
void loogie (edict_t *self)
{
vec3_t start;
vec3_t forward, right, up;
vec3_t end;
vec3_t dir;
vec3_t gekkoffset;
VectorSet (gekkoffset, -18, -0.8, 24);
if (!self)
return;
if (!self->enemy || self->enemy->health <= 0)
return;
AngleVectors (self->s.angles, forward, right, up);
G_ProjectSource (self->s.origin, gekkoffset, forward, right, start);
VectorMA (start, 2, up, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (end, start, dir);
fire_loogie (self, start, dir, 5, 550);
}
void reloogie (edict_t *self)
{
if (!self)
return;
if (random() > 0.8 && self->health < self->max_health)
{
self->monsterinfo.currentmove = &gekk_move_idle2;
return;
}
if (self->enemy->health >= 0)
if (random() > 0.7 && (range(self, self->enemy) == RANGE_NEAR))
self->monsterinfo.currentmove = &gekk_move_spit;
}
mframe_t gekk_frames_spit [] =
{
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, loogie,
ai_charge, 0.000, reloogie
};
mmove_t gekk_move_spit = {FRAME_spit_01, FRAME_spit_07, gekk_frames_spit, gekk_run_start};
mframe_t gekk_frames_attack1 [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gekk_hit_left,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gekk_check_refire
};
mmove_t gekk_move_attack1 = {FRAME_clawatk3_01, FRAME_clawatk3_09, gekk_frames_attack1, gekk_run_start};
mframe_t gekk_frames_attack2[] =
{
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, gekk_hit_left,
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, gekk_hit_right,
ai_charge, 0.000, NULL,
ai_charge, 0.000, NULL,
ai_charge, 0.000, gekk_check_refire
};
mmove_t gekk_move_attack2 = {FRAME_clawatk5_01, FRAME_clawatk5_09, gekk_frames_attack2, gekk_run_start};
void gekk_check_underwater (edict_t *self)
{
if (!self)
return;
if (self->waterlevel)
{
land_to_water (self);
}
}
mframe_t gekk_frames_leapatk[] =
{
ai_charge, 0.000, NULL, // frame 0
ai_charge, -0.387, NULL, // frame 1
ai_charge, -1.113, NULL, // frame 2
ai_charge, -0.237, NULL, // frame 3
ai_charge, 6.720, gekk_jump_takeoff, // frame 4 last frame on ground
ai_charge, 6.414, NULL, // frame 5 leaves ground
ai_charge, 0.163, NULL, // frame 6
ai_charge, 28.316, NULL, // frame 7
ai_charge, 24.198, NULL, // frame 8
ai_charge, 31.742, NULL, // frame 9
ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air
ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground
ai_charge, 20.122, gekk_stop_skid, // frame 12
ai_charge, -1.042, gekk_stop_skid, // frame 13
ai_charge, 2.556, gekk_stop_skid, // frame 14
ai_charge, 0.544, gekk_stop_skid, // frame 15
ai_charge, 1.862, gekk_stop_skid, // frame 16
ai_charge, 1.224, gekk_stop_skid, // frame 17
ai_charge, -0.457, gekk_check_underwater, // frame 18
};
mmove_t gekk_move_leapatk = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk, gekk_run_start};
mframe_t gekk_frames_leapatk2[] =
{
ai_charge, 0.000, NULL, // frame 0
ai_charge, -0.387, NULL, // frame 1
ai_charge, -1.113, NULL, // frame 2
ai_charge, -0.237, NULL, // frame 3
ai_charge, 6.720, gekk_jump_takeoff2, // frame 4 last frame on ground
ai_charge, 6.414, NULL, // frame 5 leaves ground
ai_charge, 0.163, NULL, // frame 6
ai_charge, 28.316, NULL, // frame 7
ai_charge, 24.198, NULL, // frame 8
ai_charge, 31.742, NULL, // frame 9
ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air
ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground
ai_charge, 20.122, gekk_stop_skid, // frame 12
ai_charge, -1.042, gekk_stop_skid, // frame 13
ai_charge, 2.556, gekk_stop_skid, // frame 14
ai_charge, 0.544, gekk_stop_skid, // frame 15
ai_charge, 1.862, gekk_stop_skid, // frame 16
ai_charge, 1.224, gekk_stop_skid, // frame 17
ai_charge, -0.457, gekk_check_underwater, // frame 18
};
mmove_t gekk_move_leapatk2 = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk2, gekk_run_start};
void gekk_bite (edict_t *self)
{
vec3_t aim;
if (!self || !self->enemy)
return;
VectorSet (aim, MELEE_DISTANCE, 0, 0);
fire_hit (self, aim, 5, 0);
}
void gekk_preattack (edict_t *self)
{
// underwater attack sound
// gi.sound (self, CHAN_WEAPON, something something underwater sound, 1, ATTN_NORM, 0);
return;
}
mframe_t gekk_frames_attack [] =
{
ai_charge, 16, gekk_preattack,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, gekk_bite,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, gekk_bite,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, gekk_hit_left,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, NULL,
ai_charge, 16, gekk_hit_right,
ai_charge, 16, NULL,
ai_charge, 16, NULL
};
mmove_t gekk_move_attack = {FRAME_attack_01, FRAME_attack_21, gekk_frames_attack, gekk_run_start};
void gekk_melee (edict_t *self)
{
float r;
if (!self)
return;
if (self->waterlevel)
{
self->monsterinfo.currentmove = &gekk_move_attack;
}
else
{
r = random();
if (r > 0.66)
self->monsterinfo.currentmove = &gekk_move_attack1;
else
self->monsterinfo.currentmove = &gekk_move_attack2;
}
}
//
// ATTACK
//
void gekk_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!self || !other)
return;
if (self->health <= 0)
{
self->touch = NULL;
return;
}
if (other->takedamage)
{
if (VectorLength(self->velocity) > 200)
{
vec3_t point;
vec3_t normal;
int damage;
VectorCopy (self->velocity, normal);
VectorNormalize(normal);
VectorMA (self->s.origin, self->maxs[0], normal, point);
damage = 10 + 10 * random();
T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_GEKK);
}
}
if (!M_CheckBottom (self))
{
if (self->groundentity)
{
self->monsterinfo.nextframe = FRAME_leapatk_11;
self->touch = NULL;
}
return;
}
self->touch = NULL;
}
void gekk_jump_takeoff (edict_t *self)
{
vec3_t forward;
if (!self)
return;
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
AngleVectors (self->s.angles, forward, NULL, NULL);
self->s.origin[2] += 1;
// far jump
if (gekk_check_jump (self))
{
VectorScale (forward, 700, self->velocity);
self->velocity[2] = 250;
}
else
{
VectorScale (forward, 250, self->velocity);
self->velocity[2] = 400;
}
self->groundentity = NULL;
self->monsterinfo.aiflags |= AI_DUCKED;
self->monsterinfo.attack_finished = level.time + 3;
self->touch = gekk_jump_touch;
}
void gekk_jump_takeoff2 (edict_t *self)
{
vec3_t forward;
if (!self)
return;
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
AngleVectors (self->s.angles, forward, NULL, NULL);
self->s.origin[2] = self->enemy->s.origin[2];
// far jump
if (gekk_check_jump (self))
{
VectorScale (forward, 300, self->velocity);
self->velocity[2] = 250;
}
else
{
VectorScale (forward, 150, self->velocity);
self->velocity[2] = 300;
}
self->groundentity = NULL;
self->monsterinfo.aiflags |= AI_DUCKED;
self->monsterinfo.attack_finished = level.time + 3;
self->touch = gekk_jump_touch;
}
void gekk_stop_skid (edict_t *self)
{
if (!self)
return;
if (self->groundentity)
{
VectorClear (self->velocity);
}
}
void gekk_check_landing (edict_t *self)
{
if (!self)
return;
if (self->groundentity)
{
gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
self->monsterinfo.attack_finished = 0;
self->monsterinfo.aiflags &= ~AI_DUCKED;
VectorClear (self->velocity);
return;
}
// note to self
// causing skid
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_leapatk_11;
else
{
self->monsterinfo.nextframe = FRAME_leapatk_12;
}
}
void gekk_jump (edict_t *self)
{
if (!self)
return;
if (self->flags & FL_SWIM || self->waterlevel)
{
return;
}
else
{
// if (random() > 0.8 && self->health < self->max_health)
// self->monsterinfo.currentmove = &gekk_move_idle2;
// else
{
if ( (random() > 0.5) && (range (self, self->enemy) >= RANGE_NEAR) )
self->monsterinfo.currentmove = &gekk_move_spit;
else if (random() > 0.8)
self->monsterinfo.currentmove = &gekk_move_spit;
// Knightmare- check for grenades and lasers
else if ( gekk_check_jump_hazard(self, false, gekk_check_jump(self)) )
self->monsterinfo.currentmove = &gekk_move_leapatk;
else
self->monsterinfo.currentmove = &gekk_move_spit;
}
}
}
//
// PAIN
//
mframe_t gekk_frames_pain[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
};
mmove_t gekk_move_pain = {FRAME_pain_01, FRAME_pain_06, gekk_frames_pain, gekk_run_start};
mframe_t gekk_frames_pain1[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
ai_move, 0.000, NULL, // frame 6
ai_move, 0.000, NULL, // frame 7
ai_move, 0.000, NULL, // frame 8
ai_move, 0.000, NULL, // frame 9
ai_move, 0.000, gekk_check_underwater
};
mmove_t gekk_move_pain1 = {FRAME_pain3_01, FRAME_pain3_11, gekk_frames_pain1, gekk_run_start};
mframe_t gekk_frames_pain2[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
ai_move, 0.000, NULL, // frame 6
ai_move, 0.000, NULL, // frame 7
ai_move, 0.000, NULL, // frame 8
ai_move, 0.000, NULL, // frame 9
ai_move, 0.000, NULL, // frame 10
ai_move, 0.000, NULL, // frame 11
ai_move, 0.000, gekk_check_underwater,
};
mmove_t gekk_move_pain2 = {FRAME_pain4_01, FRAME_pain4_13, gekk_frames_pain2, gekk_run_start};
void gekk_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
if (!self)
return;
if (self->spawnflags & 8)
{
self->spawnflags &= ~8;
return;
}
// Knightmare- special skins
if (self->health < (self->max_health /4))
{
if (self->style)
self->s.skinnum = self->style * 3 + 2;
else
self->s.skinnum = 2;
}
else if (self->health < (self->max_health / 2))
{
if (self->style)
self->s.skinnum = self->style * 3 + 1;
else
self->s.skinnum = 1;
}
// end Knightmare
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
if (self->waterlevel)
{
if (!self->flags & FL_SWIM)
self->flags |= FL_SWIM;
self->monsterinfo.currentmove = &gekk_move_pain;
}
else
{
r = random();
if (r > 0.5)
self->monsterinfo.currentmove = &gekk_move_pain1;
else
self->monsterinfo.currentmove = &gekk_move_pain2;
}
}
//
// DEATH
//
void gekk_dead (edict_t *self)
{
if (!self)
return;
// fix this because of no blocking problem
if (self->waterlevel)
{
return;
}
else
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
}
// Lazarus monster fade
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think=FadeDieSink;
self->nextthink=level.time+corpse_fadetime->value;
}
}
void gekk_gibfest (edict_t *self)
{
int damage = 20;
if (!self)
return;
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
ThrowGib (self, "models/objects/gekkgib/pelvis/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/torso/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/claw/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gekkgib/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
}
void isgibfest (edict_t *self)
{
if (random() > 0.9)
gekk_gibfest (self);
}
mframe_t gekk_frames_death1[] =
{
ai_move, -5.151, NULL, // frame 0
ai_move, -12.223, NULL, // frame 1
ai_move, -11.484, NULL, // frame 2
ai_move, -17.952, NULL, // frame 3
ai_move, -6.953, NULL, // frame 4
ai_move, -7.393, NULL, // frame 5
ai_move, -10.713, NULL, // frame 6
ai_move, -17.464, NULL, // frame 7
ai_move, -11.678, NULL, // frame 8
ai_move, -11.678, NULL // frame 9
};
mmove_t gekk_move_death1 = {FRAME_death1_01, FRAME_death1_10, gekk_frames_death1, gekk_dead};
mframe_t gekk_frames_death3[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.022, NULL, // frame 1
ai_move, 0.169, NULL, // frame 2
ai_move, -0.710, NULL, // frame 3
ai_move, -13.446, NULL, // frame 4
ai_move, -7.654, isgibfest, // frame 5
ai_move, -31.951, NULL, // frame 6
};
mmove_t gekk_move_death3 = {FRAME_death3_01, FRAME_death3_07, gekk_frames_death3, gekk_dead};
mframe_t gekk_frames_death4[] =
{
ai_move, 5.103, NULL, // frame 0
ai_move, -4.808, NULL, // frame 1
ai_move, -10.509, NULL, // frame 2
ai_move, -9.899, NULL, // frame 3
ai_move, 4.033, isgibfest, // frame 4
ai_move, -5.197, NULL, // frame 5
ai_move, -0.919, NULL, // frame 6
ai_move, -8.821, NULL, // frame 7
ai_move, -5.626, NULL, // frame 8
ai_move, -8.865, isgibfest, // frame 9
ai_move, -0.845, NULL, // frame 10
ai_move, 1.986, NULL, // frame 11
ai_move, 0.170, NULL, // frame 12
ai_move, 1.339, isgibfest, // frame 13
ai_move, -0.922, NULL, // frame 14
ai_move, 0.818, NULL, // frame 15
ai_move, -1.288, NULL, // frame 16
ai_move, -1.408, isgibfest, // frame 17
ai_move, -7.787, NULL, // frame 18
ai_move, -3.995, NULL, // frame 19
ai_move, -4.604, NULL, // frame 20
ai_move, -1.715, isgibfest, // frame 21
ai_move, -0.564, NULL, // frame 22
ai_move, -0.597, NULL, // frame 23
ai_move, 0.074, NULL, // frame 24
ai_move, -0.309, isgibfest, // frame 25
ai_move, -0.395, NULL, // frame 26
ai_move, -0.501, NULL, // frame 27
ai_move, -0.325, NULL, // frame 28
ai_move, -0.931, isgibfest, // frame 29
ai_move, -1.433, NULL, // frame 30
ai_move, -1.626, NULL, // frame 31
ai_move, 4.680, NULL, // frame 32
ai_move, 0.560, NULL, // frame 33
ai_move, -0.549, gekk_gibfest // frame 34
};
mmove_t gekk_move_death4 = {FRAME_death4_01, FRAME_death4_35, gekk_frames_death4, gekk_dead};
mframe_t gekk_frames_wdeath[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
ai_move, 0.000, NULL, // frame 6
ai_move, 0.000, NULL, // frame 7
ai_move, 0.000, NULL, // frame 8
ai_move, 0.000, NULL, // frame 9
ai_move, 0.000, NULL, // frame 10
ai_move, 0.000, NULL, // frame 11
ai_move, 0.000, NULL, // frame 12
ai_move, 0.000, NULL, // frame 13
ai_move, 0.000, NULL, // frame 14
ai_move, 0.000, NULL, // frame 15
ai_move, 0.000, NULL, // frame 16
ai_move, 0.000, NULL, // frame 17
ai_move, 0.000, NULL, // frame 18
ai_move, 0.000, NULL, // frame 19
ai_move, 0.000, NULL, // frame 20
ai_move, 0.000, NULL, // frame 21
ai_move, 0.000, NULL, // frame 22
ai_move, 0.000, NULL, // frame 23
ai_move, 0.000, NULL, // frame 24
ai_move, 0.000, NULL, // frame 25
ai_move, 0.000, NULL, // frame 26
ai_move, 0.000, NULL, // frame 27
ai_move, 0.000, NULL, // frame 28
ai_move, 0.000, NULL, // frame 29
ai_move, 0.000, NULL, // frame 30
ai_move, 0.000, NULL, // frame 31
ai_move, 0.000, NULL, // frame 32
ai_move, 0.000, NULL, // frame 33
ai_move, 0.000, NULL, // frame 34
ai_move, 0.000, NULL, // frame 35
ai_move, 0.000, NULL, // frame 36
ai_move, 0.000, NULL, // frame 37
ai_move, 0.000, NULL, // frame 38
ai_move, 0.000, NULL, // frame 39
ai_move, 0.000, NULL, // frame 40
ai_move, 0.000, NULL, // frame 41
ai_move, 0.000, NULL, // frame 42
ai_move, 0.000, NULL, // frame 43
ai_move, 0.000, NULL // frame 44
};
mmove_t gekk_move_wdeath = {FRAME_wdeath_01, FRAME_wdeath_45, gekk_frames_wdeath, gekk_dead};
void gekk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
float r;
if (!self)
return;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & 32)) //Knightmare- nogib flag
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
ThrowGib (self, "models/objects/gekkgib/pelvis/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/torso/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/claw/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gekkgib/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
// Knightmare- special skins
if (self->style)
self->s.skinnum = self->style * 3 + 2;
else
self->s.skinnum = 2;
// end Knightmare
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if (self->waterlevel)
self->monsterinfo.currentmove = &gekk_move_wdeath;
else
{
r = random();
if (r > 0.66 || (self->spawnflags & 32)) //Knightmare- nogib flag
self->monsterinfo.currentmove = &gekk_move_death1;
else if (r > 0.33)
self->monsterinfo.currentmove = &gekk_move_death3;
else
self->monsterinfo.currentmove = &gekk_move_death4;
}
}
/*
duck
*/
void gekk_duck_down (edict_t *self)
{
if (!self)
return;
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity (self);
}
void gekk_duck_up (edict_t *self)
{
if (!self)
return;
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
void gekk_duck_hold (edict_t *self)
{
if (!self)
return;
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
mframe_t gekk_frames_lduck[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
ai_move, 0.000, NULL, // frame 6
ai_move, 0.000, NULL, // frame 7
ai_move, 0.000, NULL, // frame 8
ai_move, 0.000, NULL, // frame 9
ai_move, 0.000, NULL, // frame 10
ai_move, 0.000, NULL, // frame 11
ai_move, 0.000, NULL // frame 12
};
mmove_t gekk_move_lduck = {FRAME_lduck_01, FRAME_lduck_13, gekk_frames_lduck, gekk_run_start};
mframe_t gekk_frames_rduck[] =
{
ai_move, 0.000, NULL, // frame 0
ai_move, 0.000, NULL, // frame 1
ai_move, 0.000, NULL, // frame 2
ai_move, 0.000, NULL, // frame 3
ai_move, 0.000, NULL, // frame 4
ai_move, 0.000, NULL, // frame 5
ai_move, 0.000, NULL, // frame 6
ai_move, 0.000, NULL, // frame 7
ai_move, 0.000, NULL, // frame 8
ai_move, 0.000, NULL, // frame 9
ai_move, 0.000, NULL, // frame 10
ai_move, 0.000, NULL, // frame 11
ai_move, 0.000, NULL // frame 12
};
mmove_t gekk_move_rduck = {FRAME_rduck_01, FRAME_rduck_13, gekk_frames_rduck, gekk_run_start};
void gekk_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
float r;
if (!self || !attacker)
return;
r = random();
if (r > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
if (self->waterlevel)
{
self->monsterinfo.currentmove = &gekk_move_attack;
return;
}
if (skill->value == 0)
{
r = random();
if (r > 0.5)
self->monsterinfo.currentmove = &gekk_move_lduck;
else
self->monsterinfo.currentmove = &gekk_move_rduck;
return;
}
self->monsterinfo.pausetime = level.time + eta + 0.3;
r = random();
if (skill->value == 1)
{
if (r > 0.33)
{
r = random();
if (r > 0.5)
self->monsterinfo.currentmove = &gekk_move_lduck;
else
self->monsterinfo.currentmove = &gekk_move_rduck;
}
else
{
r = random();
if (r > 0.66)
self->monsterinfo.currentmove = &gekk_move_attack1;
else
self->monsterinfo.currentmove = &gekk_move_attack2;
}
return;
}
if (skill->value == 2)
{
if (r > 0.66)
{
r = random();
if (r > 0.5)
self->monsterinfo.currentmove = &gekk_move_lduck;
else
self->monsterinfo.currentmove = &gekk_move_rduck;
}
else
{
r = random();
if (r > 0.66)
self->monsterinfo.currentmove = &gekk_move_attack1;
else
self->monsterinfo.currentmove = &gekk_move_attack2;
}
return;
}
r = random();
if (r > 0.66)
self->monsterinfo.currentmove = &gekk_move_attack1;
else
self->monsterinfo.currentmove = &gekk_move_attack2;
}
//
// SPAWN
//
/*QUAKED monster_gekk (1 .5 0) (-24 -24 -24) (24 24 24) Ambush Trigger_Spawn Sight Chant GoodGuy NoGib
*/
void SP_monster_gekk (edict_t *self)
{
if (!self)
return;
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_swing = gi.soundindex ("gek/gk_atck1.wav");
sound_hit = gi.soundindex ("gek/gk_atck2.wav");
sound_hit2 = gi.soundindex ("gek/gk_atck3.wav");
sound_death = gi.soundindex ("gek/gk_deth1.wav");
sound_pain1 = gi.soundindex ("gek/gk_pain1.wav");
sound_sight = gi.soundindex ("gek/gk_sght1.wav");
sound_search = gi.soundindex ("gek/gk_idle1.wav");
sound_step1 = gi.soundindex ("gek/gk_step1.wav");
sound_step2 = gi.soundindex ("gek/gk_step2.wav");
sound_step3 = gi.soundindex ("gek/gk_step3.wav");
sound_thud = gi.soundindex ("mutant/thud1.wav");
sound_chantlow = gi.soundindex ("gek/gek_low.wav");
sound_chantmid = gi.soundindex ("gek/gek_mid.wav");
sound_chanthigh = gi.soundindex ("gek/gek_high.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/gekk/tris.md2");
self->s.skinnum = self->style * 3;
}
self->s.modelindex = gi.modelindex ("models/monsters/gekk/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 24);
gi.modelindex ("models/objects/gekkgib/pelvis/tris.md2");
gi.modelindex ("models/objects/gekkgib/arm/tris.md2");
gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
gi.modelindex ("models/objects/gekkgib/claw/tris.md2");
gi.modelindex ("models/objects/gekkgib/leg/tris.md2");
gi.modelindex ("models/objects/gekkgib/head/tris.md2");
if (!self->health)
{
if (skill->value == 0)
self->health = 120;
else
self->health = 150;
}
if (!self->gib_health)
self->gib_health = -100;
if (!self->mass)
self->mass = 300;
self->pain = gekk_pain;
self->die = gekk_die;
self->monsterinfo.stand = gekk_stand;
self->monsterinfo.walk = gekk_walk;
self->monsterinfo.run = gekk_run_start;
self->monsterinfo.dodge = gekk_dodge;
self->monsterinfo.attack = gekk_jump;
self->monsterinfo.melee = gekk_melee;
self->monsterinfo.sight = gekk_sight;
self->monsterinfo.search = gekk_search;
self->monsterinfo.idle = gekk_idle;
self->monsterinfo.checkattack = gekk_checkattack;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.70;
// 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 = "Gekk";
self->class_id = ENTITY_MONSTER_GEKK;
if (!self->blood_type)
self->blood_type = 1; // Knightmare- set this for blood color
gi.linkentity (self);
self->monsterinfo.currentmove = &gekk_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&gekk_move_death1,
&gekk_move_death3,
&gekk_move_death4,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
if (self->spawnflags & 8)
self->monsterinfo.currentmove = &gekk_move_chant;
}
void water_to_land (edict_t *self)
{
if (!self)
return;
self->flags &= ~FL_SWIM;
self->yaw_speed = 20;
self->viewheight = 25;
self->monsterinfo.currentmove = &gekk_move_leapatk2;
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 24);
}
void land_to_water (edict_t *self)
{
if (!self)
return;
self->flags |= FL_SWIM;
self->yaw_speed = 10;
self->viewheight = 10;
self->monsterinfo.currentmove = &gekk_move_swim_start;
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 16);
}