monster_scientist: now respects properly sh_scimax and works with sh_scispeed again, gave him poison attack more true to the original, respects more gamemodes, updated some functions to use newer API calls, thanks to eukara for his help, teaching, and patience with this stuff
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d1ad61a2f5
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dd6d0804c0
3 changed files with 172 additions and 22 deletions
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@ -22,10 +22,6 @@ Scientist
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*/
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var int autocvar_sh_scialert = FALSE;
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var int autocvar_sh_scispeed = 40;
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var int autocvar_sh_sciattack = FALSE;
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enum
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{
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SCIA_WALK,
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@ -77,6 +73,13 @@ class monster_scientist:NSTalkMonster
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{
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void(void) monster_scientist;
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/* override */
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virtual void(void) SeeThink;
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virtual float(void) GetWalkSpeed;
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virtual float(void) GetChaseSpeed;
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virtual float(void) GetRunSpeed;
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virtual void(void) PanicFrame;
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virtual void(void) Spawned;
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virtual void(void) Respawn;
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virtual void(void) Pain;
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@ -95,11 +98,66 @@ class monster_scientist:NSTalkMonster
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virtual void(string, string) SpawnKey;
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};
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/* Players scare scientists if they see them in Stealth Hunting */
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void
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monster_scientist::SeeThink(void)
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{
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/* let's call the original monster SeeThink function */
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super::SeeThink();
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/* don't do anything if they're already scared */
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if (m_iFlags & MONSTER_FEAR)
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return;
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/* don't do anything if we're in the wrong gamemode */
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if not (g_chosen_mode == SHMODE_STEALTH)
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return;
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/* iterate over all players */
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for (entity e = world; (e = find(e, ::classname, "player"));) {
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/* is that player visible? then scare the scientist! */
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if (Visible(e)) {
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m_iFlags |= MONSTER_FEAR;
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return;
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}
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}
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}
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/* scientist's speed is controlled via cvar */
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void
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monster_scientist::PanicFrame(void)
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{
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super::PanicFrame();
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input_movevalues = [6 * cvar("sh_scispeed"), 0, 0];
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}
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float
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monster_scientist::GetWalkSpeed(void)
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{
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super::GetWalkSpeed();
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return 1.6 * cvar("sh_scispeed");
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}
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float
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monster_scientist::GetChaseSpeed(void)
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{
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super:: GetChaseSpeed();
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return 6 * cvar("sh_scispeed");
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}
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float
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monster_scientist::GetRunSpeed(void)
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{
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super::GetRunSpeed();
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return 3.5 * cvar("sh_scispeed");
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}
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void
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monster_scientist::FallNoise(void)
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{
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float r = floor(random(3,8)) + 1.0f;
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sound(this, CHAN_VOICE, sprintf("scientist/scream%02d.wav", r), 1.0, ATTN_NORM);
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Sound_Speak(this, "monster_scientist.fall");
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}
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int
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@ -111,6 +169,7 @@ monster_scientist::AttackMelee(void)
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float r = random();
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/* make them say something extremely fitting, thanks eukara */
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if (r < 0.33)
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Sentence("!SC_CUREA");
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else if (r < 0.66)
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@ -119,24 +178,70 @@ monster_scientist::AttackMelee(void)
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Sentence("!SC_CUREC");
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/* functional */
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think = AttackNeedle;
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nextthink = 0.25f;
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ScheduleThink(AttackNeedle, 0.25f);
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return (1);
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}
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/* set these globals for scientist's poison
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* a little messy but it works */
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.NSTimer poisonTimer;
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.entity poisonSource;
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/* a function for poison that slowly kills the target */
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static void
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monster_scientist_NeedleAttack(entity target)
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{
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bool isDead = false;
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Damage_Apply(target, target.poisonSource, 10, 0, DMG_POISON);
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/* since corpses have "health" do an extra check */
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if (target.health <= 0)
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isDead = true;
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if (target.solid == SOLID_CORPSE)
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isDead = true;
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if (isDead) {
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/* the attacker laughs at a sucessful kill if they're not dead
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* TODO Sound_Speak needs to have an override speach option */
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if (target.poisonSource.solid != SOLID_CORPSE) {
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Sound_Speak(target.poisonSource, "monster_scientist.laugh");
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}
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target.poisonTimer.StopTimer();
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}
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}
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void
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monster_scientist::AttackNeedle(void)
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{
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/* implement our special function so we know who are we attacking */
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static void AttackNeedle_PoisonDamage(void) {
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monster_scientist_NeedleAttack(self);
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}
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/* look for our victim */
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traceline(origin, m_eEnemy.origin, FALSE, this);
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/* if the entity can't take damage, don't bother */
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if (trace_fraction >= 1.0 || trace_ent.takedamage != DAMAGE_YES) {
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return;
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}
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Damage_Apply(trace_ent, this, 25, 0, 0);
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/* set the timer for the poison
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* flag the vitcim so they aren't attacked again (unless Invasion) */
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if not (g_chosen_mode == SHMODE_INVASION) {
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trace_ent.flags |= FL_NOTARGET;
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}
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trace_ent.poisonSource = this;
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trace_ent.poisonTimer = trace_ent.poisonTimer.ScheduleTimer(trace_ent, AttackNeedle_PoisonDamage, 3.0f, true);
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/* apply our poison attack to the victim */
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monster_scientist_NeedleAttack(trace_ent);
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/* visual */
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AnimPlay(30);
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}
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/* TODO someday these will use the ACT system */
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int
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monster_scientist::AnimIdle(void)
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{
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@ -158,6 +263,10 @@ monster_scientist::AnimRun(void)
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void
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monster_scientist::TalkPanic(void)
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{
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/* it's annoying and prevents the laugh in these gamemodes */
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if (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
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return;
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int r = floor(random(0,30));
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switch (r) {
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@ -225,7 +334,7 @@ monster_scientist::PlayerUse(void)
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}
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if (m_iFlags & MONSTER_FEAR) {
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bprint(PRINT_HIGH, sprintf("I'm not following you evil person!"));
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bprint(PRINT_HIGH, sprintf("I'm not following you evil person!\n"));
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return;
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}
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@ -261,6 +370,7 @@ monster_scientist::Death(void)
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HLGameRules rules = (HLGameRules)g_grMode;
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/* upset everyone */
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if not (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
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StartleAllies();
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if (IsAlive() == true) {
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@ -281,11 +391,10 @@ monster_scientist::Death(void)
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}
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/* will not respawn by themselves in these modes */
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if (g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_STEALTH)
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if (g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_STEALTH || g_chosen_mode == SHMODE_INVASION)
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return;
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think = Respawn;
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nextthink = time + 10.0f;
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ScheduleThink(Respawn, 10.0f);
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}
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void
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@ -293,10 +402,30 @@ monster_scientist::Respawn(void)
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{
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HLGameRules rules = (HLGameRules)g_grMode;
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super::Respawn();
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m_iFlags |= MONSTER_CANFOLLOW;
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/* don't spawn if we're hitting scimax */
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if (serverkeyfloat("sci_count") >= serverkeyfloat("sv_scimax"))
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return;
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if (autocvar_sh_scialert || g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_STEALTH) {
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super::Respawn();
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/* unset notarget for attacking scientists
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* TODO in the future we shouldn't have to mess with flags this way */
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flags &= ~FL_NOTARGET;
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if not (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
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m_iFlags |= MONSTER_CANFOLLOW;
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/* attack EVERYONE */
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if (g_chosen_mode == SHMODE_MADNESS)
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m_iAlliance = MAL_ROGUE;
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/* attack anyone but aliens */
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if (g_chosen_mode == SHMODE_INVASION)
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m_iAlliance = MAL_ALIEN;
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/* scientists are always afraid in standard hunting
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* and scialert mode */
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if (autocvar_sh_scialert || g_chosen_mode == SHMODE_STANDARD) {
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m_iFlags |= MONSTER_FEAR;
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}
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@ -323,6 +452,7 @@ monster_scientist::Respawn(void)
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netname = "Slick";
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}
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/* recount to update sciscore and so on */
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rules.CountScientists();
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}
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@ -381,6 +511,8 @@ monster_scientist::Spawned(void)
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Sound_Precache("monster_scientist.die");
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Sound_Precache("monster_scientist.pain");
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Sound_Precache("monster_scientist.laugh");
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Sound_Precache("monster_scientist.fall");
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/* has the body not been overriden, etc. choose a character for us */
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if (m_iBody == -1) {
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@ -411,10 +543,4 @@ void
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monster_scientist::monster_scientist(void)
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{
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/* TODO they still need to attack each other for madness */
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if (g_chosen_mode == SHMODE_MADNESS)
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m_iAlliance = MAL_ALIEN;
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if (autocvar_sh_sciattack)
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m_iAlliance = MAL_ALIEN;
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}
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20
zpak001.pk3dir/sound/monster_scientist_scihunt.sndshd
Normal file
20
zpak001.pk3dir/sound/monster_scientist_scihunt.sndshd
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@ -0,0 +1,20 @@
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monster_scientist.laugh
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{
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sample sh/hide_laugh.wav
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}
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monster_scientist.tele
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{
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sample sh/telesci.wav
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}
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monster_scientist.fall
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{
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sample scientist/scream1.wav
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sample scientist/scream2.wav
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sample scientist/scream3.wav
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sample scientist/scream4.wav
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sample scientist/scream5.wav
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sample scientist/scream6.wav
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sample scientist/scream7.wav
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}
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4
zpak001.pk3dir/sound/player_scihunt.sndshd
Normal file
4
zpak001.pk3dir/sound/player_scihunt.sndshd
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player.insane
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{
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sample sh/insane.wav
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}
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