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.
761 lines
17 KiB
C
761 lines
17 KiB
C
/*
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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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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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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)
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continue;
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if (!visible(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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return best;
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}
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void medic_idle (edict_t *self)
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{
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edict_t *ent;
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gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->enemy = ent;
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self->enemy->owner = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget (self);
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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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edict_t *ent;
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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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{
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->oldenemy = self->enemy;
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self->enemy = ent;
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self->enemy->owner = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget (self);
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}
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}
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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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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,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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};
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mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
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void medic_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &medic_move_stand;
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}
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mframe_t medic_frames_walk [] =
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{
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ai_walk, 6.2, NULL,
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ai_walk, 18.1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 9, NULL,
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ai_walk, 10, NULL,
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ai_walk, 9, NULL,
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ai_walk, 11, NULL,
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ai_walk, 11.6, NULL,
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ai_walk, 2, NULL,
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ai_walk, 9.9, NULL,
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ai_walk, 14, NULL,
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ai_walk, 9.3, NULL
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};
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mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
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void medic_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &medic_move_walk;
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}
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mframe_t medic_frames_run [] =
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{
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ai_run, 18, NULL,
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ai_run, 22.5, NULL,
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ai_run, 25.4, NULL,
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ai_run, 23.4, NULL,
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ai_run, 24, NULL,
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ai_run, 35.6, NULL
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};
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mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
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void medic_run (edict_t *self)
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{
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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edict_t *ent;
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->oldenemy = self->enemy;
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self->enemy = ent;
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self->enemy->owner = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget (self);
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return;
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}
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &medic_move_stand;
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else
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self->monsterinfo.currentmove = &medic_move_run;
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}
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mframe_t medic_frames_pain1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
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mframe_t medic_frames_pain2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
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void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (random() < 0.5)
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{
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self->monsterinfo.currentmove = &medic_move_pain1;
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &medic_move_pain2;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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}
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void medic_fire_blaster (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t end;
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vec3_t dir;
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int effect;
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if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
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effect = EF_BLASTER;
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else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
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effect = EF_HYPERBLASTER;
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else
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effect = 0;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
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VectorSubtract (end, start, dir);
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monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect, BLASTER_ORANGE);
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}
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void medic_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity (self);
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}
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mframe_t medic_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
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void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// if we had a pending patient, free him up for another medic
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if ((self->enemy) && (self->enemy->owner == self))
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self->enemy->owner = NULL;
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self->s.skinnum |= 1;
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// check for gib
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if (self->health <= self->gib_health)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n = 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.currentmove = &medic_move_death;
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}
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void medic_duck_down (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_DUCKED)
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return;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->maxs[2] -= 32;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.pausetime = level.time + 1;
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gi.linkentity (self);
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}
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void medic_duck_hold (edict_t *self)
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{
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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else
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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void medic_duck_up (edict_t *self)
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{
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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self->maxs[2] += 32;
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self->takedamage = DAMAGE_AIM;
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gi.linkentity (self);
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}
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mframe_t medic_frames_duck [] =
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{
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, medic_duck_down,
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ai_move, -1, medic_duck_hold,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, medic_duck_up,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL
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};
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mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
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void medic_dodge (edict_t *self, edict_t *attacker, float eta)
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{
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if (random() > 0.25)
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return;
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if (!self->enemy)
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self->enemy = attacker;
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self->monsterinfo.currentmove = &medic_move_duck;
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}
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mframe_t medic_frames_attackHyperBlaster [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster,
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ai_charge, 0, medic_fire_blaster
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};
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mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
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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, angles;
|
|
float distance;
|
|
|
|
if (!self->enemy->inuse)
|
|
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
|
|
VectorSubtract (start, self->enemy->s.origin, dir);
|
|
distance = VectorLength(dir);
|
|
if (distance > 256)
|
|
return;
|
|
|
|
// check for min/max pitch
|
|
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)
|
|
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;
|
|
}
|
|
else if (self->s.frame == FRAME_attack50)
|
|
{
|
|
self->enemy->spawnflags = 0;
|
|
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;
|
|
ED_CallSpawn (self->enemy);
|
|
self->enemy->owner = NULL;
|
|
if (self->enemy->think)
|
|
{
|
|
self->enemy->nextthink = level.time;
|
|
self->enemy->think (self->enemy);
|
|
}
|
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
|
|
if (self->oldenemy && self->oldenemy->client)
|
|
{
|
|
self->enemy->enemy = self->oldenemy;
|
|
FoundTarget (self->enemy);
|
|
}
|
|
}
|
|
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
|
|
VectorMA (start, 8, f, start);
|
|
|
|
// 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;
|
|
|
|
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);
|
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
|
}
|
|
|
|
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)
|
|
{
|
|
medic_attack(self);
|
|
return true;
|
|
}
|
|
|
|
return M_CheckAttack (self);
|
|
}
|
|
|
|
|
|
void SP_monster_medic_precache(void)
|
|
{
|
|
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");
|
|
}
|
|
|
|
|
|
/*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;
|
|
}
|
|
|
|
SP_monster_medic_precache();
|
|
|
|
gi.soundindex ("medic/medatck1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
|
|
VectorSet (self->mins, -24, -24, -24);
|
|
VectorSet (self->maxs, 24, 24, 32);
|
|
|
|
self->health = 300;
|
|
self->gib_health = -130;
|
|
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
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &medic_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|