mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
8401c475f6
Added powerarmortype field to default Lazaus DLL. This changes the savegame version. Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs. Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL. Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL. Cleaned up surface rendering code from mpolyvertex_t refactoring.
1328 lines
33 KiB
C
1328 lines
33 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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==============================================================================
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MEDIC
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_medic.h"
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qboolean visible (edict_t *self, edict_t *other);
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int medic_test=0;
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static int sound_idle1;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die;
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static int sound_sight;
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static int sound_search;
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static int sound_hook_launch;
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static int sound_hook_hit;
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static int sound_hook_heal;
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static int sound_hook_retract;
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void M_SetEffects (edict_t *ent);
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void medic_deadmonster_think (edict_t *self)
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{
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// Lazarus. This turns off the "owner" value of a dead monster
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// that medic previously aborted on after 2 seconds. If the delay
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// was NOT used, medic might just rotate around on top of monster
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// continuously trying to revive him unsuccessfully. And if owner
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// isn't turned off, medic would never try to revive the monster
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// once an abortHeal was called.
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if (self->target_ent && self->target_ent->inuse)
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{
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edict_t *deadmonster = self->target_ent;
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if (deadmonster->monsterinfo.healer)
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{
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edict_t *medic = deadmonster->monsterinfo.healer;
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if (medic->inuse)
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{
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vec3_t dir;
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VectorSubtract(medic->s.origin,deadmonster->s.origin,dir);
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if (VectorLength(dir) < 64)
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{
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self->nextthink = level.time + 1.0;
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return;
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}
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}
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else
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deadmonster->monsterinfo.healer = NULL;
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}
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deadmonster->owner = NULL;
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}
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G_FreeEdict(self);
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}
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void cleanupHeal (edict_t *self, qboolean change_frame)
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{
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// clean up target, if we have one and it's legit
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if (self->enemy && self->enemy->inuse)
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{
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edict_t *temp; // Lazarus
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//self->enemy->monsterinfo.healer = NULL;
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self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
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self->enemy->takedamage = DAMAGE_AIM;
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// Lazarus
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temp = G_Spawn();
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temp->svflags = SVF_NOCLIENT;
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temp->target_ent = self->enemy;
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temp->think = medic_deadmonster_think;
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temp->nextthink = level.time + 2.0;
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gi.linkentity(temp);
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M_SetEffects (self->enemy);
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}
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if (change_frame)
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self->monsterinfo.nextframe = FRAME_attack52;
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}
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void DeleteBadMedic(edict_t *self)
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{
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edict_t *monster;
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monster = self->activator;
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if (monster)
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{
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if (self->monsterinfo.badMedic1)
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monster->monsterinfo.badMedic1 = NULL;
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if (self->monsterinfo.badMedic2)
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monster->monsterinfo.badMedic2 = NULL;
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}
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G_FreeEdict(self);
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}
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void abortHeal (edict_t *self, qboolean mark)
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{
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edict_t *temp;
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// clean up target
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cleanupHeal (self, true);
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if ((mark) && (self->enemy) && (self->enemy->inuse))
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{
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if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse)
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&& (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) )
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self->enemy->monsterinfo.badMedic2 = self;
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else
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self->enemy->monsterinfo.badMedic1 = self;
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temp = G_Spawn();
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temp->activator = self->enemy;
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if (self == self->enemy->monsterinfo.badMedic1)
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temp->monsterinfo.badMedic1 = self;
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else
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temp->monsterinfo.badMedic2 = self;
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temp->think = DeleteBadMedic;
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temp->nextthink = level.time + 60;
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}
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// clean up self
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self->monsterinfo.aiflags &= ~AI_MEDIC;
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if ((self->oldenemy) && (self->oldenemy->inuse))
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self->enemy = self->oldenemy;
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else
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self->enemy = NULL;
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self->monsterinfo.medicTries = 0;
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}
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// Lazarus: embedded returns true if argument entity's bounding box intersects
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// a solid.
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qboolean embedded (edict_t *ent)
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{
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trace_t tr;
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tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,ent->s.origin,ent,MASK_MONSTERSOLID);
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if (tr.startsolid)
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return true;
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else
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return false;
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}
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edict_t *medic_FindDeadMonster (edict_t *self)
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{
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edict_t *ent = NULL;
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edict_t *best = NULL;
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while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
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{
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if (ent == self)
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continue;
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if (!(ent->svflags & SVF_MONSTER))
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continue;
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if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
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continue;
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if (ent->owner)
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continue;
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if (ent->health > 0)
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continue;
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if (ent->nextthink && (ent->think != M_FliesOff) && (ent->think != M_FliesOn))
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continue;
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// check to make sure we haven't bailed on this guy already
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if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
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continue;
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if (!visible(self, ent))
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continue;
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if (embedded(ent))
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continue;
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if (!canReach(self,ent))
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continue;
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if (!best)
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{
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best = ent;
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continue;
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}
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if (ent->max_health <= best->max_health)
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continue;
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best = ent;
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}
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if (best)
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{
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self->oldenemy = self->enemy;
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self->enemy = best;
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self->enemy->owner = best;
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self->monsterinfo.aiflags |= AI_MEDIC;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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self->monsterinfo.medicTries = 0;
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self->movetarget = self->goalentity = NULL;
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self->enemy->monsterinfo.healer = self;
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self->timestamp = level.time + MEDIC_TRY_TIME;
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FoundTarget (self);
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if (developer->value)
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gi.dprintf("medic found dead monster: %s at %s\n",
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best->classname,vtos(best->s.origin));
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}
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return best;
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}
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void medic_StopPatrolling (edict_t *self)
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{
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self->goalentity = NULL;
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self->movetarget = NULL;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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if (medic_FindDeadMonster(self))
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return;
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}
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if (has_valid_enemy(self))
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{
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if (visible(self, self->enemy))
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{
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FoundTarget (self);
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return;
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}
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HuntTarget (self);
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return;
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}
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if (self->monsterinfo.aiflags & AI_MEDIC)
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abortHeal(self,false);
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}
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void medic_NextPatrolPoint (edict_t *self, edict_t *hint)
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{
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edict_t *next=NULL;
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edict_t *e;
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vec3_t dir;
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qboolean switch_paths=false;
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self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
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// if (self->monsterinfo.aiflags & AI_MEDIC)
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// return;
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if (self->goalentity == hint)
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self->goalentity = NULL;
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if (self->movetarget == hint)
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self->movetarget = NULL;
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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if (medic_FindDeadMonster(self))
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return;
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}
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if (self->monsterinfo.pathdir == 1)
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{
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if (hint->hint_chain)
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next = hint->hint_chain;
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else
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{
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self->monsterinfo.pathdir = -1;
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switch_paths = true;
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}
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}
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if (self->monsterinfo.pathdir == -1)
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{
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e = hint_chain_starts[hint->hint_chain_id];
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while(e)
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{
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if (e->hint_chain == hint)
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{
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next = e;
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break;
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}
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e = e->hint_chain;
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}
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}
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if (!next)
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{
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self->monsterinfo.pathdir = 1;
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next = hint->hint_chain;
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switch_paths = true;
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}
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// If switch_paths is true, we reached the end of a hint_chain. Just for grins,
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// search for *another* visible hint_path chain and use it if it's reasonably close
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if (switch_paths && hint_chain_count > 1)
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{
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edict_t *e;
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edict_t *alternate=NULL;
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float dist;
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vec3_t dir;
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int i;
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float bestdistance=512;
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for(i=game.maxclients+1; i<globals.num_edicts; i++)
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{
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e = &g_edicts[i];
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if (!e->inuse)
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continue;
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if (Q_stricmp(e->classname,"hint_path"))
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continue;
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if (next && (e->hint_chain_id == next->hint_chain_id))
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continue;
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if (!visible(self,e))
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continue;
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if (!canReach(self,e))
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continue;
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VectorSubtract(e->s.origin,self->s.origin,dir);
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dist = VectorLength(dir);
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if (dist < bestdistance)
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{
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alternate = e;
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bestdistance = dist;
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}
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}
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if (alternate)
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next = alternate;
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}
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if (next)
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{
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self->hint_chain_id = next->hint_chain_id;
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VectorSubtract(next->s.origin, self->s.origin, dir);
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self->ideal_yaw = vectoyaw(dir);
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self->goalentity = self->movetarget = next;
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self->monsterinfo.pausetime = 0;
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self->monsterinfo.aiflags |= AI_MEDIC_PATROL;
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self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
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// run for it
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self->monsterinfo.run (self);
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}
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else
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{
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self->monsterinfo.pausetime = level.time + 100000000;
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self->monsterinfo.stand (self);
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}
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}
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void medic_idle (edict_t *self)
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{
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if (!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
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if (self->monsterinfo.aiflags & AI_MEDIC)
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{
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// Then we must have reached this point after losing sight
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// of our patient.
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abortHeal(self,false);
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}
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if (medic_FindDeadMonster(self))
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return;
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// If the map has hint_paths, AND the medic isn't at a HOLD point_combat,
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// AND the medic has previously called FoundTarget (trail_time set to
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// level.time), then look for hint_path chain and follow it, hopefully
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// to find monsters to resurrect
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if (self->monsterinfo.aiflags & AI_HINT_TEST)
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return;
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if (hint_chains_exist && !(self->monsterinfo.aiflags & AI_STAND_GROUND)
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&& ((self->monsterinfo.trail_time > 0) || medic_test) )
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{
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edict_t *e;
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edict_t *hint=NULL;
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float dist;
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vec3_t dir;
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int i;
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float bestdistance=99999;
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for(i=game.maxclients+1; i<globals.num_edicts; i++)
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{
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e = &g_edicts[i];
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if (!e->inuse)
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continue;
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if (Q_stricmp(e->classname,"hint_path"))
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continue;
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if (!visible(self,e))
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continue;
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if (!canReach(self,e))
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continue;
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VectorSubtract(e->s.origin,self->s.origin,dir);
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dist = VectorLength(dir);
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if (dist < bestdistance)
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{
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hint = e;
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bestdistance = dist;
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}
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}
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if (hint)
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{
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self->hint_chain_id = hint->hint_chain_id;
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if (!self->monsterinfo.pathdir)
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self->monsterinfo.pathdir = 1;
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VectorSubtract(hint->s.origin, self->s.origin, dir);
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self->ideal_yaw = vectoyaw(dir);
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self->goalentity = self->movetarget = hint;
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self->monsterinfo.pausetime = 0;
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self->monsterinfo.aiflags |= AI_MEDIC_PATROL;
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self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
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// run for it
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self->monsterinfo.run (self);
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}
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}
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}
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void medic_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
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if (!self->oldenemy)
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medic_FindDeadMonster(self);
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}
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void medic_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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|
|
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mframe_t medic_frames_stand [] =
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{
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ai_stand, 0, medic_idle,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
ai_stand, 0, NULL,
|
|
|
|
};
|
|
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
|
|
|
|
void medic_stand (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &medic_move_stand;
|
|
}
|
|
|
|
|
|
mframe_t medic_frames_walk [] =
|
|
{
|
|
ai_walk, 6.2, NULL,
|
|
ai_walk, 18.1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 9, NULL,
|
|
ai_walk, 10, NULL,
|
|
ai_walk, 9, NULL,
|
|
ai_walk, 11, NULL,
|
|
ai_walk, 11.6, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 9.9, NULL,
|
|
ai_walk, 14, NULL,
|
|
ai_walk, 9.3, NULL
|
|
};
|
|
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
|
|
|
|
void medic_walk (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &medic_move_walk;
|
|
}
|
|
|
|
|
|
mframe_t medic_frames_run [] =
|
|
{
|
|
ai_run, 18, NULL,
|
|
ai_run, 22.5, NULL,
|
|
ai_run, 25.4, NULL,
|
|
ai_run, 23.4, NULL,
|
|
ai_run, 24, NULL,
|
|
ai_run, 35.6, NULL
|
|
|
|
};
|
|
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
|
|
|
|
void medic_run (edict_t *self)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_MEDIC))
|
|
{
|
|
if (medic_FindDeadMonster(self))
|
|
return;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
self->monsterinfo.currentmove = &medic_move_stand;
|
|
else
|
|
self->monsterinfo.currentmove = &medic_move_run;
|
|
}
|
|
|
|
|
|
mframe_t medic_frames_pain1 [] =
|
|
{
|
|
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 medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
|
|
|
|
mframe_t medic_frames_pain2 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
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 medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
|
|
|
|
void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum |= 1;
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 3;
|
|
|
|
if (skill->value == 3)
|
|
return; // no pain anims in nightmare
|
|
|
|
if (random() < 0.5)
|
|
{
|
|
self->monsterinfo.currentmove = &medic_move_pain1;
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.currentmove = &medic_move_pain2;
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
void medic_fire_blaster (edict_t *self)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t end;
|
|
vec3_t dir;
|
|
int effect;
|
|
|
|
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
|
|
effect = EF_BLASTER;
|
|
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
|
|
effect = EF_HYPERBLASTER;
|
|
else
|
|
effect = 0;
|
|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, 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);
|
|
monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect, BLASTER_ORANGE);
|
|
}
|
|
|
|
|
|
void medic_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
M_FlyCheck (self);
|
|
|
|
// Lazarus monster fade
|
|
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
|
{
|
|
self->think=FadeDieSink;
|
|
self->nextthink=level.time+corpse_fadetime->value;
|
|
}
|
|
}
|
|
|
|
mframe_t medic_frames_death [] =
|
|
{
|
|
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
|
|
};
|
|
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
|
|
|
|
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
|
|
// if we had a pending patient, free him up for another medic
|
|
if ((self->enemy) && (self->enemy->owner == self))
|
|
self->enemy->owner = NULL;
|
|
|
|
// check for gib
|
|
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
|
|
{
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n = 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
for (n = 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/head2/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_die, 1, ATTN_NORM, 0);
|
|
self->s.skinnum |= 1;
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
|
|
self->monsterinfo.currentmove = &medic_move_death;
|
|
}
|
|
|
|
|
|
void medic_duck_down (edict_t *self)
|
|
{
|
|
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 medic_duck_hold (edict_t *self)
|
|
{
|
|
if (level.time >= self->monsterinfo.pausetime)
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
else
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
}
|
|
|
|
void medic_duck_up (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
self->maxs[2] += 32;
|
|
self->takedamage = DAMAGE_AIM;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
mframe_t medic_frames_duck [] =
|
|
{
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, medic_duck_down,
|
|
ai_move, -1, medic_duck_hold,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, medic_duck_up,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, -1, NULL
|
|
};
|
|
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
|
|
|
|
void medic_dodge (edict_t *self, edict_t *attacker, float eta)
|
|
{
|
|
if (random() > 0.25)
|
|
return;
|
|
|
|
if (!self->enemy)
|
|
self->enemy = attacker;
|
|
|
|
self->monsterinfo.currentmove = &medic_move_duck;
|
|
}
|
|
|
|
mframe_t medic_frames_attackHyperBlaster [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, medic_fire_blaster
|
|
};
|
|
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
|
|
|
|
|
|
void medic_continue (edict_t *self)
|
|
{
|
|
if (visible (self, self->enemy) )
|
|
if (random() <= 0.95)
|
|
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
|
|
}
|
|
|
|
|
|
mframe_t medic_frames_attackBlaster [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 5, NULL,
|
|
ai_charge, 5, NULL,
|
|
ai_charge, 3, NULL,
|
|
ai_charge, 2, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, medic_fire_blaster,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
|
|
};
|
|
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
|
|
|
|
|
|
void medic_hook_launch (edict_t *self)
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
void ED_CallSpawn (edict_t *ent);
|
|
|
|
static vec3_t medic_cable_offsets[] =
|
|
{
|
|
45.0, -9.2, 15.5,
|
|
48.4, -9.7, 15.2,
|
|
47.8, -9.8, 15.8,
|
|
47.3, -9.3, 14.3,
|
|
45.4, -10.1, 13.1,
|
|
41.9, -12.7, 12.0,
|
|
37.8, -15.8, 11.2,
|
|
34.3, -18.4, 10.7,
|
|
32.7, -19.7, 10.4,
|
|
32.7, -19.7, 10.4
|
|
};
|
|
|
|
void medic_cable_attack (edict_t *self)
|
|
{
|
|
vec3_t offset, start, end, f, r;
|
|
trace_t tr;
|
|
vec3_t dir;
|
|
float distance;
|
|
|
|
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB))
|
|
{
|
|
//gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n");
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
//Knightmare- don't heal insanes or actors or critters
|
|
if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor")
|
|
|| !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper"))
|
|
{
|
|
//gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n");
|
|
abortHeal (self, true);
|
|
return;
|
|
}
|
|
|
|
// Lazarus: check embeddment
|
|
if (embedded(self->enemy))
|
|
{
|
|
//gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n");
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
// see if our enemy has changed to a client, or our target has more than 0 health,
|
|
// abort it .. we got switched to someone else due to damage
|
|
if ((self->enemy->client) || (self->enemy->health > 0))
|
|
{
|
|
//gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n");
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
AngleVectors (self->s.angles, f, r, NULL);
|
|
VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
|
|
G_ProjectSource (self->s.origin, offset, f, r, start);
|
|
|
|
// check for max distance
|
|
// Lazarus: Not needed, done in checkattack
|
|
// check for min distance
|
|
VectorSubtract (self->enemy->s.origin, start, dir);
|
|
distance = VectorLength(dir);
|
|
if (distance < MEDIC_MIN_DISTANCE)
|
|
{
|
|
//gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n");
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
// Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this
|
|
// results in monster entanglement
|
|
VectorNormalize(dir);
|
|
if (DotProduct(dir,f) < 0.)
|
|
{
|
|
//gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n");
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
// check for min/max pitch
|
|
// Rogue takes this out... makes medic more likely to heal and
|
|
// comments say "doesn't look bad when it fails"... we'll see
|
|
/* vectoangles (dir, angles);
|
|
if (angles[0] < -180)
|
|
angles[0] += 360;
|
|
if (fabs(angles[0]) > 45)
|
|
return; */
|
|
|
|
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
|
|
if (tr.fraction != 1.0 && tr.ent != self->enemy)
|
|
{
|
|
if (tr.ent == world)
|
|
{
|
|
// give up on second try
|
|
if (self->monsterinfo.medicTries > 1)
|
|
{
|
|
abortHeal (self,true);
|
|
return;
|
|
}
|
|
self->monsterinfo.medicTries++;
|
|
cleanupHeal (self, 1);
|
|
return;
|
|
}
|
|
abortHeal (self,false);
|
|
return;
|
|
}
|
|
|
|
if (self->s.frame == FRAME_attack43)
|
|
{
|
|
gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
|
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
|
|
M_SetEffects(self->enemy);
|
|
}
|
|
else if (self->s.frame == FRAME_attack50)
|
|
{
|
|
self->enemy->spawnflags &= SF_MONSTER_NOGIB;
|
|
self->enemy->monsterinfo.aiflags = 0;
|
|
self->enemy->target = NULL;
|
|
self->enemy->targetname = NULL;
|
|
self->enemy->combattarget = NULL;
|
|
self->enemy->deathtarget = NULL;
|
|
self->enemy->owner = self;
|
|
// Lazarus: reset initially dead monsters to use the INVERSE of their
|
|
// initial health, and force gib_health to default value
|
|
if (self->enemy->max_health < 0)
|
|
{
|
|
self->enemy->max_health = -self->enemy->max_health;
|
|
self->enemy->gib_health = 0;
|
|
}
|
|
self->enemy->health = self->enemy->max_health;
|
|
self->enemy->takedamage = DAMAGE_AIM;
|
|
self->enemy->flags &= ~FL_NO_KNOCKBACK;
|
|
self->enemy->pain_debounce_time = 0;
|
|
self->enemy->damage_debounce_time = 0;
|
|
self->enemy->deadflag = DEAD_NO;
|
|
if (self->enemy->s.effects & EF_FLIES)
|
|
M_FliesOff(self->enemy);
|
|
ED_CallSpawn (self->enemy);
|
|
self->enemy->monsterinfo.healer = NULL;
|
|
self->enemy->owner = NULL;
|
|
|
|
// Knightmare- disable deadmonster_think
|
|
if (self->enemy->postthink)
|
|
self->enemy->postthink = NULL;
|
|
|
|
if (self->enemy->think)
|
|
{
|
|
self->enemy->nextthink = level.time;
|
|
self->enemy->think (self->enemy);
|
|
}
|
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
|
M_SetEffects(self->enemy);
|
|
if (self->oldenemy && self->oldenemy->client)
|
|
{
|
|
self->enemy->enemy = self->oldenemy;
|
|
FoundTarget (self->enemy);
|
|
}
|
|
else
|
|
{
|
|
// Lazarus: this should make oblivious monsters
|
|
// find player again
|
|
self->enemy->enemy = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (self->s.frame == FRAME_attack44)
|
|
gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
// adjust start for beam origin being in middle of a segment
|
|
// Lazarus: This isn't right... this causes cable start point to be well above muzzle
|
|
// when target is closeby. f should be vector from muzzle to target, not
|
|
// the forward viewing direction. PLUS... 8 isn't right... the model is
|
|
// actually 32 units long, so use 16.. fixed below.
|
|
// VectorMA (start, 8, f, start);
|
|
|
|
//Knightmare- if enemy went away, like after returning from another level, return
|
|
if (!self->enemy)
|
|
return;
|
|
|
|
// adjust end z for end spot since the monster is currently dead
|
|
VectorCopy (self->enemy->s.origin, end);
|
|
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
|
|
|
|
// Lazarus fix
|
|
VectorSubtract(end,start,f);
|
|
VectorNormalize(f);
|
|
VectorMA(start,16,f,start);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
|
|
gi.WriteShort (self - g_edicts);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (end);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
void medic_hook_retract (edict_t *self)
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
|
|
if (self->enemy)
|
|
{
|
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
|
M_SetEffects (self->enemy);
|
|
}
|
|
}
|
|
|
|
mframe_t medic_frames_attackCable [] =
|
|
{
|
|
ai_move, 2, NULL,
|
|
ai_move, 3, NULL,
|
|
ai_move, 5, NULL,
|
|
ai_move, 4.4, NULL,
|
|
ai_charge, 4.7, NULL,
|
|
ai_charge, 5, NULL,
|
|
ai_charge, 6, NULL,
|
|
ai_charge, 4, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_move, 0, medic_hook_launch,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, 0, medic_cable_attack,
|
|
ai_move, -15, medic_hook_retract,
|
|
ai_move, -1.5, NULL,
|
|
ai_move, -1.2, NULL,
|
|
ai_move, -3, NULL,
|
|
ai_move, -2, NULL,
|
|
ai_move, 0.3, NULL,
|
|
ai_move, 0.7, NULL,
|
|
ai_move, 1.2, NULL,
|
|
ai_move, 1.3, NULL
|
|
};
|
|
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
|
|
|
|
|
|
void medic_attack(edict_t *self)
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
self->monsterinfo.currentmove = &medic_move_attackCable;
|
|
else
|
|
self->monsterinfo.currentmove = &medic_move_attackBlaster;
|
|
}
|
|
|
|
qboolean medic_checkattack (edict_t *self)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_MEDIC))
|
|
{
|
|
if ( medic_FindDeadMonster(self) )
|
|
return false;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
{
|
|
float r;
|
|
vec3_t forward, right, offset, start;
|
|
trace_t tr;
|
|
|
|
// if we have 5 seconds or less before a timeout,
|
|
// look for a hint_path to the target
|
|
if ( (self->timestamp < level.time + 5) &&
|
|
(self->monsterinfo.last_hint_time + 5 < level.time) )
|
|
{
|
|
// check for hint_paths.
|
|
self->monsterinfo.last_hint_time = level.time;
|
|
if (hintcheck_monsterlost(self))
|
|
{
|
|
if (developer->value)
|
|
gi.dprintf("medic at %s using hint_paths to find %s\n",
|
|
vtos(self->s.origin), self->enemy->classname);
|
|
self->timestamp = level.time + MEDIC_TRY_TIME;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// if we ran out of time, give up
|
|
if (self->timestamp < level.time)
|
|
{
|
|
//if (developer->value)
|
|
// gi.dprintf("medic at %s timed out, abort heal\n",vtos(self->s.origin));
|
|
abortHeal (self, true);
|
|
self->timestamp = 0;
|
|
return false;
|
|
}
|
|
|
|
// if our target went away
|
|
if ((!self->enemy) || (!self->enemy->inuse)) {
|
|
abortHeal (self,false);
|
|
return false;
|
|
}
|
|
// if target is embedded in a solid
|
|
if (embedded(self->enemy))
|
|
{
|
|
abortHeal (self,false);
|
|
return false;
|
|
}
|
|
r = realrange(self,self->enemy);
|
|
if (r > MEDIC_MAX_HEAL_DISTANCE+10) {
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
//abortHeal(self,false);
|
|
return false;
|
|
} else if (r < MEDIC_MIN_DISTANCE) {
|
|
abortHeal(self,false);
|
|
return false;
|
|
}
|
|
// Lazarus 1.6.2.3: if point-to-point vector from cable to
|
|
// target is blocked by a solid
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
// Offset [8] has the largest displacement to the left... not a sure
|
|
// thing but this one should be the most severe test.
|
|
VectorCopy (medic_cable_offsets[8], offset);
|
|
G_ProjectSource (self->s.origin, offset, forward, right, start);
|
|
tr = gi.trace(start,NULL,NULL,self->enemy->s.origin,self,MASK_SHOT|MASK_WATER);
|
|
if (tr.fraction < 1.0 && tr.ent != self->enemy)
|
|
return false;
|
|
medic_attack(self);
|
|
return true;
|
|
}
|
|
|
|
// Lazarus: NEVER attack other monsters
|
|
if ((self->enemy) && (self->enemy->svflags & SVF_MONSTER))
|
|
{
|
|
self->enemy = self->oldenemy;
|
|
self->oldenemy = NULL;
|
|
if (self->enemy && self->enemy->inuse)
|
|
{
|
|
if (visible(self,self->enemy))
|
|
FoundTarget(self);
|
|
else
|
|
HuntTarget(self);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return M_CheckAttack (self);
|
|
}
|
|
|
|
|
|
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_medic (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
sound_idle1 = gi.soundindex ("medic/idle.wav");
|
|
sound_pain1 = gi.soundindex ("medic/medpain1.wav");
|
|
sound_pain2 = gi.soundindex ("medic/medpain2.wav");
|
|
sound_die = gi.soundindex ("medic/meddeth1.wav");
|
|
sound_sight = gi.soundindex ("medic/medsght1.wav");
|
|
sound_search = gi.soundindex ("medic/medsrch1.wav");
|
|
sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
|
|
sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
|
|
sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
|
|
sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
|
|
|
|
gi.soundindex ("medic/medatck1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/medic/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
|
|
VectorSet (self->mins, -24, -24, -24);
|
|
VectorSet (self->maxs, 24, 24, 32);
|
|
|
|
// Lazarus: mapper-configurable health
|
|
if (!self->health)
|
|
self->health = 300;
|
|
if (!self->gib_health)
|
|
self->gib_health = -150; // Knightamre- was -130
|
|
if (!self->mass)
|
|
self->mass = 400;
|
|
|
|
self->pain = medic_pain;
|
|
self->die = medic_die;
|
|
|
|
self->monsterinfo.stand = medic_stand;
|
|
self->monsterinfo.walk = medic_walk;
|
|
self->monsterinfo.run = medic_run;
|
|
self->monsterinfo.dodge = medic_dodge;
|
|
self->monsterinfo.attack = medic_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = medic_sight;
|
|
self->monsterinfo.idle = medic_idle;
|
|
self->monsterinfo.search = medic_search;
|
|
self->monsterinfo.checkattack = medic_checkattack;
|
|
|
|
// Knightmare- added sparks and blood type
|
|
if (!self->blood_type)
|
|
self->blood_type = 3; // sparks and blood
|
|
|
|
// Lazarus
|
|
if (self->powerarmor)
|
|
{
|
|
if (self->powerarmortype == 1)
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
else
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = self->powerarmor;
|
|
}
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.15;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &medic_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&medic_move_death,
|
|
NULL};
|
|
M_SetDeath (self, (mmove_t **)&deathmoves);
|
|
}
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
self->common_name = "Medic";
|
|
self->class_id = ENTITY_MONSTER_MEDIC;
|
|
|
|
walkmonster_start (self);
|
|
}
|