quake2-rerelease-dll/rerelease/m_medic.cpp
2023-08-07 14:48:30 -05:00

1643 lines
42 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
MEDIC
==============================================================================
*/
#include "g_local.h"
#include "m_medic.h"
#include "m_flash.h"
constexpr float MEDIC_MIN_DISTANCE = 32;
constexpr float MEDIC_MAX_HEAL_DISTANCE = 400;
constexpr gtime_t MEDIC_TRY_TIME = 10_sec;
// FIXME -
//
// owner moved to monsterinfo.healer instead
//
// For some reason, the healed monsters are rarely ending up in the floor
//
// 5/15/1998 I think I fixed these, keep an eye on them
void M_SetEffects(edict_t *ent);
bool FindTarget(edict_t *self);
void FoundTarget(edict_t *self);
void ED_CallSpawn(edict_t *ent);
static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
// PMM - commander sounds
static int commander_sound_idle1;
static int commander_sound_pain1;
static int commander_sound_pain2;
static int commander_sound_die;
static int commander_sound_sight;
static int commander_sound_search;
static int commander_sound_hook_launch;
static int commander_sound_hook_hit;
static int commander_sound_hook_heal;
static int commander_sound_hook_retract;
static int commander_sound_spawn;
constexpr const char *default_reinforcements = "monster_soldier_light 1;monster_soldier 2;monster_soldier_ss 2;monster_infantry 3;monster_gunner 4;monster_medic 5;monster_gladiator 6";
constexpr int32_t default_monster_slots_base = 3;
static const float inverse_log_slots = pow(2, MAX_REINFORCEMENTS);
constexpr std::array<vec3_t, MAX_REINFORCEMENTS> reinforcement_position = {
vec3_t { 80, 0, 0 },
vec3_t { 40, 60, 0 },
vec3_t { 40, -60, 0 },
vec3_t { 0, 80, 0 },
vec3_t { 0, -80, 0 }
};
// filter out the reinforcement indices we can pick given the space we have left
static void M_PickValidReinforcements(edict_t *self, int32_t space, std::vector<uint8_t> &output)
{
output.clear();
for (uint8_t i = 0; i < self->monsterinfo.reinforcements.num_reinforcements; i++)
if (self->monsterinfo.reinforcements.reinforcements[i].strength <= space)
output.push_back(i);
}
// pick an array of reinforcements to use; note that this does not modify `self`
std::array<uint8_t, MAX_REINFORCEMENTS> M_PickReinforcements(edict_t *self, int32_t &num_chosen, int32_t max_slots = 0)
{
static std::vector<uint8_t> available;
std::array<uint8_t, MAX_REINFORCEMENTS> chosen;
chosen.fill(255);
// decide how many things we want to spawn;
// this is on a logarithmic scale
// so we don't spawn too much too often.
int32_t num_slots = max(1, (int32_t) log2(frandom(inverse_log_slots)));
// we only have this many slots left to use
int32_t remaining = self->monsterinfo.monster_slots - self->monsterinfo.monster_used;
for (num_chosen = 0; num_chosen < num_slots; num_chosen++)
{
// ran out of slots!
if ((max_slots && num_chosen == max_slots) || !remaining)
break;
// get everything we could choose
M_PickValidReinforcements(self, remaining, available);
// can't pick any
if (!available.size())
break;
// select monster, TODO fairly
chosen[num_chosen] = random_element(available);
remaining -= self->monsterinfo.reinforcements.reinforcements[chosen[num_chosen]].strength;
}
return chosen;
}
void M_SetupReinforcements(const char *reinforcements, reinforcement_list_t &list)
{
// count up the semicolons
list.num_reinforcements = 0;
if (!*reinforcements)
return;
list.num_reinforcements++;
for (size_t i = 0; i < strlen(reinforcements); i++)
if (reinforcements[i] == ';')
list.num_reinforcements++;
// allocate
list.reinforcements = (reinforcement_t *) gi.TagMalloc(sizeof(reinforcement_t) * list.num_reinforcements, TAG_LEVEL);
// parse
const char *p = reinforcements;
reinforcement_t *r = list.reinforcements;
st = {};
while (true)
{
const char *token = COM_ParseEx(&p, "; ");
if (!*token || r == list.reinforcements + list.num_reinforcements)
break;
r->classname = G_CopyString(token, TAG_LEVEL);
token = COM_ParseEx(&p, "; ");
r->strength = atoi(token);
edict_t *newEnt = G_Spawn();
newEnt->classname = r->classname;
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
ED_CallSpawn(newEnt);
r->mins = newEnt->mins;
r->maxs = newEnt->maxs;
G_FreeEdict(newEnt);
r++;
}
}
void cleanupHeal(edict_t *self, bool change_frame)
{
// clean up target, if we have one and it's legit
if (self->enemy && self->enemy->inuse)
cleanupHealTarget(self->enemy);
if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
{
self->enemy = self->oldenemy;
HuntTarget(self, false);
}
else
{
self->enemy = self->goalentity = nullptr;
self->oldenemy = nullptr;
if (!FindTarget(self))
{
// no valid enemy, so stop acting
self->monsterinfo.pausetime = HOLD_FOREVER;
self->monsterinfo.stand(self);
return;
}
}
if (change_frame)
self->monsterinfo.nextframe = FRAME_attack52;
}
void abortHeal(edict_t *self, bool change_frame, bool gib, bool mark)
{
int hurt;
constexpr vec3_t pain_normal = { 0, 0, 1 };
cleanupHealTarget(self->enemy);
// gib em!
if ((mark) && (self->enemy) && (self->enemy->inuse))
{
// if the first badMedic slot is filled by a medic, skip it and use the second one
if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)))
{
self->enemy->monsterinfo.badMedic2 = self;
}
else
{
self->enemy->monsterinfo.badMedic1 = self;
}
}
if ((gib) && (self->enemy) && (self->enemy->inuse))
{
if (self->enemy->gib_health)
hurt = -self->enemy->gib_health;
else
hurt = 500;
T_Damage(self->enemy, self, self, vec3_origin, self->enemy->s.origin,
pain_normal, hurt, 0, DAMAGE_NONE, MOD_UNKNOWN);
}
// clean up self
// clean up target
cleanupHeal(self, change_frame);
self->monsterinfo.aiflags &= ~AI_MEDIC;
self->monsterinfo.medicTries = 0;
}
bool canReach(edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
spot1 = self->s.origin;
spot1[2] += self->viewheight;
spot2 = other->s.origin;
spot2[2] += other->viewheight;
trace = gi.traceline(spot1, spot2, self, MASK_PROJECTILE | MASK_WATER);
return trace.fraction == 1.0f || trace.ent == other;
}
edict_t *medic_FindDeadMonster(edict_t *self)
{
float radius;
edict_t *ent = nullptr;
edict_t *best = nullptr;
if (self->monsterinfo.react_to_damage_time > level.time)
return nullptr;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
radius = MEDIC_MAX_HEAL_DISTANCE;
else
radius = 1024;
while ((ent = findradius(ent, self->s.origin, radius)) != nullptr)
{
if (ent == self)
continue;
if (!(ent->svflags & SVF_MONSTER))
continue;
if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
continue;
// check to make sure we haven't bailed on this guy already
if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
continue;
if (ent->monsterinfo.healer)
// FIXME - this is correcting a bug that is somewhere else
// if the healer is a monster, and it's in medic mode .. continue .. otherwise
// we will override the healer, if it passes all the other tests
if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
(ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
continue;
if (ent->health > 0)
continue;
if ((ent->nextthink) && (ent->think != monster_dead_think))
continue;
if (!visible(self, ent))
continue;
if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
continue;
// FIXME - there's got to be a better way ..
// make sure we don't spawn people right on top of us
if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
continue;
if (!best)
{
best = ent;
continue;
}
if (ent->max_health <= best->max_health)
continue;
best = ent;
}
if (best)
self->timestamp = level.time + MEDIC_TRY_TIME;
return best;
}
MONSTERINFO_IDLE(medic_idle) (edict_t *self) -> void
{
edict_t *ent;
// PMM - commander sounds
if (self->mass == 400)
gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else
gi.sound(self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
}
}
}
MONSTERINFO_SEARCH(medic_search) (edict_t *self) -> void
{
edict_t *ent;
// PMM - commander sounds
if (self->mass == 400)
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
else
gi.sound(self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
}
}
}
MONSTERINFO_SIGHT(medic_sight) (edict_t *self, edict_t *other) -> void
{
// PMM - commander sounds
if (self->mass == 400)
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand[] = {
{ ai_stand, 0, medic_idle },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
};
MMOVE_T(medic_move_stand) = { FRAME_wait1, FRAME_wait90, medic_frames_stand, nullptr };
MONSTERINFO_STAND(medic_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &medic_move_stand);
}
mframe_t medic_frames_walk[] = {
{ ai_walk, 6.2f },
{ ai_walk, 18.1f, monster_footstep },
{ ai_walk, 1 },
{ ai_walk, 9 },
{ ai_walk, 10 },
{ ai_walk, 9 },
{ ai_walk, 11 },
{ ai_walk, 11.6f, monster_footstep },
{ ai_walk, 2 },
{ ai_walk, 9.9f },
{ ai_walk, 14 },
{ ai_walk, 9.3f }
};
MMOVE_T(medic_move_walk) = { FRAME_walk1, FRAME_walk12, medic_frames_walk, nullptr };
MONSTERINFO_WALK(medic_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &medic_move_walk);
}
mframe_t medic_frames_run[] = {
{ ai_run, 18 },
{ ai_run, 22.5f, monster_footstep },
{ ai_run, 25.4f, monster_done_dodge },
{ ai_run, 23.4f, monster_footstep },
{ ai_run, 24 },
{ ai_run, 35.6f }
};
MMOVE_T(medic_move_run) = { FRAME_run1, FRAME_run6, medic_frames_run, nullptr };
MONSTERINFO_RUN(medic_run) (edict_t *self) -> void
{
monster_done_dodge(self);
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
edict_t *ent;
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
return;
}
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
M_SetAnimation(self, &medic_move_stand);
else
M_SetAnimation(self, &medic_move_run);
}
mframe_t medic_frames_pain1[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(medic_move_pain1) = { FRAME_paina2, FRAME_paina6, medic_frames_pain1, medic_run };
mframe_t medic_frames_pain2[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, monster_footstep }
};
MMOVE_T(medic_move_pain2) = { FRAME_painb2, FRAME_painb13, medic_frames_pain2, medic_run };
PAIN(medic_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
monster_done_dodge(self);
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3_sec;
float r = frandom();
if (self->mass > 400)
{
if (damage < 35)
{
gi.sound(self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
if (mod.id != MOD_CHAINFIST)
return;
}
gi.sound(self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
}
else if (r < 0.5f)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
// if we're healing someone, we ignore pain
if (mod.id != MOD_CHAINFIST && (self->monsterinfo.aiflags & AI_MEDIC))
return;
if (self->mass > 400)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
if (r < (min(((float) damage * 0.005f), 0.5f))) // no more than 50% chance of big pain
M_SetAnimation(self, &medic_move_pain2);
else
M_SetAnimation(self, &medic_move_pain1);
}
else if (r < 0.5f)
M_SetAnimation(self, &medic_move_pain1);
else
M_SetAnimation(self, &medic_move_pain2);
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
abortHeal(self, false, false, false);
}
MONSTERINFO_SETSKIN(medic_setskin) (edict_t *self) -> void
{
if ((self->health < (self->max_health / 2)))
self->s.skinnum |= 1;
else
self->s.skinnum &= ~1;
}
void medic_fire_blaster(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
effects_t effect;
int damage = 2;
monster_muzzleflash_id_t mz;
// paranoia checking
if (!(self->enemy && self->enemy->inuse))
return;
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
{
effect = EF_BLASTER;
damage = 6;
mz = (self->mass > 400) ? MZ2_MEDIC_BLASTER_2 : MZ2_MEDIC_BLASTER_1;
}
else
{
static constexpr vec3_t hb_offsets[] = {
{ 33.0f, 12.5f, 15.0f },
{ 32.4f, 11.2f, 15.0f },
{ 35.6f, 7.4f, 15.0f },
{ 34.0f, 4.1f, 15.0f },
{ 36.6f, 1.0f, 15.0f },
{ 34.7f, -1.9f, 15.0f },
{ 36.6f, -0.5f, 15.0f },
{ 34.2f, 2.8f, 15.0f },
{ 36.5f, 3.8f, 15.0f },
{ 33.5f, 6.9f, 15.0f },
{ 32.7f, 9.9f, 15.0f },
{ 34.5f, 11.0f, 15.0f }
};
effect = (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER;
mz = static_cast<monster_muzzleflash_id_t>(((self->mass > 400) ? MZ2_MEDIC_HYPERBLASTER2_1 : MZ2_MEDIC_HYPERBLASTER1_1) + (self->s.frame - FRAME_attack19));
}
AngleVectors(self->s.angles, forward, right, nullptr);
const vec3_t &offset = monster_flash_offset[mz];
start = M_ProjectFlashSource(self, offset, forward, right);
end = self->enemy->s.origin;
end[2] += self->enemy->viewheight;
dir = end - start;
dir.normalize();
if ( !strcmp( self->enemy->classname, "tesla_mine" ) )
damage = 3;
// medic commander shoots blaster2
if (self->mass > 400)
monster_fire_blaster2(self, start, dir, damage, 1000, mz, effect);
else
monster_fire_blaster(self, start, dir, damage, 1000, mz, effect);
}
void medic_dead(edict_t *self)
{
self->mins = { -16, -16, -24 };
self->maxs = { 16, 16, -8 };
monster_dead(self);
}
static void medic_shrink(edict_t *self)
{
self->maxs[2] = -2;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
}
mframe_t medic_frames_death[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -18.f, monster_footstep },
{ ai_move, -10.f, medic_shrink },
{ ai_move, -6.f },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(medic_move_death) = { FRAME_death2, FRAME_death30, medic_frames_death, medic_dead };
DIE(medic_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
// if we had a pending patient, he was already freed up in Killed
// check for gib
if (M_CheckGib(self, mod))
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
self->s.skinnum /= 2;
ThrowGibs(self, damage, {
{ 2, "models/objects/gibs/bone/tris.md2" },
{ "models/objects/gibs/sm_meat/tris.md2" },
{ "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
{ "models/monsters/medic/gibs/chest.md2", GIB_SKINNED },
{ 2, "models/monsters/medic/gibs/leg.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/medic/gibs/hook.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/medic/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/medic/gibs/head.md2", GIB_SKINNED | GIB_HEAD }
});
self->deadflag = true;
return;
}
if (self->deadflag)
return;
// regular death
// PMM
if (self->mass == 400)
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0);
//
self->deadflag = true;
self->takedamage = true;
M_SetAnimation(self, &medic_move_death);
}
mframe_t medic_frames_duck[] = {
{ ai_move, -1 },
{ ai_move, -1, monster_duck_down },
{ ai_move, -1, monster_duck_hold },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 }, // PMM - duck up used to be here
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1, monster_duck_up }
};
MMOVE_T(medic_move_duck) = { FRAME_duck2, FRAME_duck14, medic_frames_duck, medic_run };
// PMM -- moved dodge code to after attack code so I can reference attack frames
mframe_t medic_frames_attackHyperBlaster[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ 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 },
{ ai_charge },
{ ai_charge },
// [Paril-KEX] end on 36 as intended
{ ai_charge, 2.f }, // 33
{ ai_charge, 3.f, monster_footstep },
};
MMOVE_T(medic_move_attackHyperBlaster) = { FRAME_attack15, FRAME_attack34, medic_frames_attackHyperBlaster, medic_run };
static void medic_quick_attack(edict_t *self)
{
if (frandom() < 0.5f)
{
M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
self->monsterinfo.nextframe = FRAME_attack16;
}
}
void medic_continue(edict_t *self)
{
if (visible(self, self->enemy))
if (frandom() <= 0.95f)
M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
}
mframe_t medic_frames_attackBlaster[] = {
{ ai_charge, 5 },
{ ai_charge, 3 },
{ ai_charge, 2 },
{ ai_charge, 0, medic_quick_attack },
{ ai_charge, 0, monster_footstep },
{ ai_charge },
{ ai_charge, 0, medic_fire_blaster },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, medic_fire_blaster },
{ ai_charge },
{ ai_charge, 0, medic_continue } // Change to medic_continue... Else, go to frame 32
};
MMOVE_T(medic_move_attackBlaster) = { FRAME_attack3, FRAME_attack14, medic_frames_attackBlaster, medic_run };
void medic_hook_launch(edict_t *self)
{
// PMM - commander sounds
if (self->mass == 400)
gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0);
}
constexpr vec3_t medic_cable_offsets[] = {
{ 45.0f, -9.2f, 15.5f },
{ 48.4f, -9.7f, 15.2f },
{ 47.8f, -9.8f, 15.8f },
{ 47.3f, -9.3f, 14.3f },
{ 45.4f, -10.1f, 13.1f },
{ 41.9f, -12.7f, 12.0f },
{ 37.8f, -15.8f, 11.2f },
{ 34.3f, -18.4f, 10.7f },
{ 32.7f, -19.7f, 10.4f },
{ 32.7f, -19.7f, 10.4f }
};
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->s.effects & EF_GIB))
{
abortHeal(self, false, false, false);
return;
}
// we switched back to a player; let the animation finish
if (self->enemy->client)
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->health > 0)
{
abortHeal(self, false, false, false);
return;
}
AngleVectors(self->s.angles, f, r, nullptr);
offset = medic_cable_offsets[self->s.frame - FRAME_attack42];
start = M_ProjectFlashSource(self, offset, f, r);
// check for max distance
// not needed, done in checkattack
// check for min distance
dir = start - self->enemy->s.origin;
distance = dir.length();
if (distance < MEDIC_MIN_DISTANCE)
{
abortHeal(self, true, true, false);
return;
}
tr = gi.traceline(start, self->enemy->s.origin, self, MASK_SOLID);
if (tr.fraction != 1.0f && tr.ent != self->enemy)
{
if (tr.ent == world)
{
// give up on second try
if (self->monsterinfo.medicTries > 1)
{
abortHeal(self, true, false, true);
return;
}
self->monsterinfo.medicTries++;
cleanupHeal(self, 1);
return;
}
abortHeal(self, true, false, false);
return;
}
if (self->s.frame == FRAME_attack43)
{
// PMM - commander sounds
if (self->mass == 400)
gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
else
gi.sound(self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
self->enemy->takedamage = false;
M_SetEffects(self->enemy);
}
else if (self->s.frame == FRAME_attack50)
{
vec3_t maxs;
self->enemy->spawnflags = SPAWNFLAG_NONE;
self->enemy->monsterinfo.aiflags &= AI_STINKY | AI_SPAWNED_MASK;
self->enemy->target = nullptr;
self->enemy->targetname = nullptr;
self->enemy->combattarget = nullptr;
self->enemy->deathtarget = nullptr;
self->enemy->healthtarget = nullptr;
self->enemy->itemtarget = nullptr;
self->enemy->monsterinfo.healer = self;
maxs = self->enemy->maxs;
maxs[2] += 48; // compensate for change when they die
tr = gi.trace(self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID);
if (tr.startsolid || tr.allsolid)
{
abortHeal(self, true, true, false);
return;
}
else if (tr.ent != world)
{
abortHeal(self, true, true, false);
return;
}
else
{
self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
// backup & restore health stuff, because of multipliers
int32_t old_max_health = self->enemy->max_health;
item_id_t old_power_armor_type = self->enemy->monsterinfo.initial_power_armor_type;
int32_t old_power_armor_power = self->enemy->monsterinfo.max_power_armor_power;
int32_t old_base_health = self->enemy->monsterinfo.base_health;
int32_t old_health_scaling = self->enemy->monsterinfo.health_scaling;
auto reinforcements = self->enemy->monsterinfo.reinforcements;
int32_t monster_slots = self->enemy->monsterinfo.monster_slots;
int32_t monster_used = self->enemy->monsterinfo.monster_used;
int32_t old_gib_health = self->enemy->gib_health;
st = {};
st.keys_specified.emplace("reinforcements");
st.reinforcements = "";
ED_CallSpawn(self->enemy);
self->enemy->monsterinfo.reinforcements = reinforcements;
self->enemy->monsterinfo.monster_slots = monster_slots;
self->enemy->monsterinfo.monster_used = monster_used;
self->enemy->gib_health = old_gib_health / 2;
self->enemy->health = self->enemy->max_health = old_max_health;
self->enemy->monsterinfo.power_armor_power = self->enemy->monsterinfo.max_power_armor_power = old_power_armor_power;
self->enemy->monsterinfo.power_armor_type = self->enemy->monsterinfo.initial_power_armor_type = old_power_armor_type;
self->enemy->monsterinfo.base_health = old_base_health;
self->enemy->monsterinfo.health_scaling = old_health_scaling;
if (self->enemy->monsterinfo.setskin)
self->enemy->monsterinfo.setskin(self->enemy);
if (self->enemy->think)
{
self->enemy->nextthink = level.time;
self->enemy->think(self->enemy);
}
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT;
// turn off flies
self->enemy->s.effects &= ~EF_FLIES;
self->enemy->monsterinfo.healer = nullptr;
if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0))
{
self->enemy->enemy = self->oldenemy;
FoundTarget(self->enemy);
}
else
{
self->enemy->enemy = nullptr;
if (!FindTarget(self->enemy))
{
// no valid enemy, so stop acting
self->enemy->monsterinfo.pausetime = HOLD_FOREVER;
self->enemy->monsterinfo.stand(self->enemy);
}
self->enemy = nullptr;
self->oldenemy = nullptr;
if (!FindTarget(self))
{
// no valid enemy, so stop acting
self->monsterinfo.pausetime = HOLD_FOREVER;
self->monsterinfo.stand(self);
return;
}
}
cleanupHeal(self, false);
return;
}
}
else
{
if (self->s.frame == FRAME_attack44)
{
// PMM - medic commander sounds
if (self->mass == 400)
gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0);
}
}
// adjust start for beam origin being in middle of a segment
start += (f * 8);
// adjust end z for end spot since the monster is currently dead
end = self->enemy->s.origin;
end[2] = (self->enemy->absmin[2] + self->enemy->absmax[2]) / 2;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
gi.WriteEntity(self);
gi.WritePosition(start);
gi.WritePosition(end);
gi.multicast(self->s.origin, MULTICAST_PVS, false);
}
void medic_hook_retract(edict_t *self)
{
if (self->mass == 400)
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
self->monsterinfo.aiflags &= ~AI_MEDIC;
if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
{
self->enemy = self->oldenemy;
HuntTarget(self, false);
}
else
{
self->enemy = self->goalentity = nullptr;
self->oldenemy = nullptr;
if (!FindTarget(self))
{
// no valid enemy, so stop acting
self->monsterinfo.pausetime = HOLD_FOREVER;
self->monsterinfo.stand(self);
return;
}
}
}
mframe_t medic_frames_attackCable[] = {
// ROGUE - negated 36-40 so he scoots back from his target a little
// ROGUE - switched 33-36 to ai_charge
// ROGUE - changed frame 52 to 60 to compensate for changes in 36-40
// [Paril-KEX] started on 36 as they intended
{ ai_charge, -4.7f }, // 37
{ ai_charge, -5.f },
{ ai_charge, -6.f },
{ ai_charge, -4.f }, // 40
{ ai_charge, 0, monster_footstep },
{ ai_move, 0, medic_hook_launch }, // 42
{ ai_move, 0, medic_cable_attack }, // 43
{ 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 }, // 51
{ ai_move, 0, medic_hook_retract }, // 52
{ ai_move, -1.5f },
{ ai_move, -1.2f, monster_footstep },
{ ai_move, -3.f }
};
MMOVE_T(medic_move_attackCable) = { FRAME_attack37, FRAME_attack55, medic_frames_attackCable, medic_run };
void medic_start_spawn(edict_t *self)
{
gi.sound(self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
self->monsterinfo.nextframe = FRAME_attack48;
}
void medic_determine_spawn(edict_t *self)
{
vec3_t f, r, offset, startpoint, spawnpoint;
int count;
int num_success = 0;
AngleVectors(self->s.angles, f, r, nullptr);
int num_summoned;
self->monsterinfo.chosen_reinforcements = M_PickReinforcements(self, num_summoned);
for (count = 0; count < num_summoned; count++)
{
offset = reinforcement_position[count];
if (self->s.scale)
offset *= self->s.scale;
startpoint = M_ProjectFlashSource(self, offset, f, r);
// a little off the ground
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
{
num_success++;
// we found a spot, we're done here
count = num_summoned;
}
}
}
// see if we have any success by spinning around
if (num_success == 0)
{
for (count = 0; count < num_summoned; count++)
{
offset = reinforcement_position[count];
if (self->s.scale)
offset *= self->s.scale;
// check behind
offset[0] *= -1.0f;
offset[1] *= -1.0f;
startpoint = M_ProjectFlashSource(self, offset, f, r);
// a little off the ground
startpoint[2] += 10;
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
{
num_success++;
// we found a spot, we're done here
count = num_summoned;
}
}
}
if (num_success)
{
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180;
if (self->ideal_yaw > 360.0f)
self->ideal_yaw -= 360.0f;
}
}
if (num_success == 0)
self->monsterinfo.nextframe = FRAME_attack53;
}
void medic_spawngrows(edict_t *self)
{
vec3_t f, r, offset, startpoint, spawnpoint;
int count;
int num_summoned; // should be 1, 3, or 5
int num_success = 0;
float current_yaw;
// if we've been directed to turn around
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
current_yaw = anglemod(self->s.angles[YAW]);
if (fabsf(current_yaw - self->ideal_yaw) > 0.1f)
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
return;
}
// done turning around
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
AngleVectors(self->s.angles, f, r, nullptr);
num_summoned = 0;
for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
if (self->monsterinfo.chosen_reinforcements[i] == 255)
break;
for (count = 0; count < num_summoned; count++)
{
offset = reinforcement_position[count];
if (self->s.scale)
offset *= self->s.scale;
startpoint = M_ProjectFlashSource(self, offset, f, r);
// a little off the ground
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
{
num_success++;
float radius = (reinforcement.maxs - reinforcement.mins).length() * 0.5f;
SpawnGrow_Spawn(spawnpoint + (reinforcement.mins + reinforcement.maxs), radius, radius * 2.f);
}
}
}
if (num_success == 0)
self->monsterinfo.nextframe = FRAME_attack53;
}
void medic_finish_spawn(edict_t *self)
{
edict_t *ent;
vec3_t f, r, offset, startpoint, spawnpoint;
int count;
int num_summoned; // should be 1, 3, or 5
edict_t *designated_enemy;
AngleVectors(self->s.angles, f, r, nullptr);
num_summoned = 0;
for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
if (self->monsterinfo.chosen_reinforcements[i] == 255)
break;
for (count = 0; count < num_summoned; count++)
{
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
offset = reinforcement_position[count];
if (self->s.scale)
offset *= self->s.scale;
startpoint = M_ProjectFlashSource(self, offset, f, r);
// a little off the ground
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
ent = nullptr;
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
{
if (CheckSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs))
ent = CreateGroundMonster(spawnpoint, self->s.angles, reinforcement.mins, reinforcement.maxs, reinforcement.classname, 256);
}
if (!ent)
continue;
if (ent->think)
{
ent->nextthink = level.time;
ent->think(ent);
}
ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT | AI_SPAWNED_MEDIC_C;
ent->monsterinfo.commander = self;
ent->monsterinfo.monster_slots = reinforcement.strength;
self->monsterinfo.monster_used += reinforcement.strength;
if (self->monsterinfo.aiflags & AI_MEDIC)
designated_enemy = self->oldenemy;
else
designated_enemy = self->enemy;
if (coop->integer)
{
designated_enemy = PickCoopTarget(ent);
if (designated_enemy)
{
// try to avoid using my enemy
if (designated_enemy == self->enemy)
{
designated_enemy = PickCoopTarget(ent);
if (!designated_enemy)
designated_enemy = self->enemy;
}
}
else
designated_enemy = self->enemy;
}
if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0))
{
ent->enemy = designated_enemy;
FoundTarget(ent);
}
else
{
ent->enemy = nullptr;
ent->monsterinfo.stand(ent);
}
}
}
mframe_t medic_frames_callReinforcements[] = {
// ROGUE - 33-36 now ai_charge
{ ai_charge, 2 }, // 33
{ ai_charge, 3 },
{ ai_charge, 5 },
{ ai_charge, 4.4f }, // 36
{ ai_charge, 4.7f },
{ ai_charge, 5 },
{ ai_charge, 6 },
{ ai_charge, 4 }, // 40
{ ai_charge, 0, monster_footstep },
{ ai_move, 0, medic_start_spawn }, // 42
{ ai_move }, // 43 -- 43 through 47 are skipped
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, medic_determine_spawn }, // 48
{ ai_charge, 0, medic_spawngrows }, // 49
{ ai_move }, // 50
{ ai_move }, // 51
{ ai_move, -15, medic_finish_spawn }, // 52
{ ai_move, -1.5f },
{ ai_move, -1.2f },
{ ai_move, -3, monster_footstep }
};
MMOVE_T(medic_move_callReinforcements) = { FRAME_attack33, FRAME_attack55, medic_frames_callReinforcements, medic_run };
MONSTERINFO_ATTACK(medic_attack) (edict_t *self) -> void
{
monster_done_dodge(self);
float enemy_range = range_to(self, self->enemy);
// signal from checkattack to spawn
if (self->monsterinfo.aiflags & AI_BLOCKED)
{
M_SetAnimation(self, &medic_move_callReinforcements);
self->monsterinfo.aiflags &= ~AI_BLOCKED;
}
float r = frandom();
if (self->monsterinfo.aiflags & AI_MEDIC)
{
if ((self->mass > 400) && (r > 0.8f) && M_SlotsLeft(self))
M_SetAnimation(self, &medic_move_callReinforcements);
else
M_SetAnimation(self, &medic_move_attackCable);
}
else
{
if (self->monsterinfo.attack_state == AS_BLIND)
{
M_SetAnimation(self, &medic_move_callReinforcements);
return;
}
if ((self->mass > 400) && (r > 0.2f) && (enemy_range > RANGE_MELEE) && M_SlotsLeft(self))
M_SetAnimation(self, &medic_move_callReinforcements);
else
M_SetAnimation(self, &medic_move_attackBlaster);
}
}
MONSTERINFO_CHECKATTACK(medic_checkattack) (edict_t *self) -> bool
{
if (self->monsterinfo.aiflags & AI_MEDIC)
{
// if our target went away
if ((!self->enemy) || (!self->enemy->inuse))
{
abortHeal(self, true, false, false);
return false;
}
// if we ran out of time, give up
if (self->timestamp < level.time)
{
abortHeal(self, true, false, true);
self->timestamp = 0_ms;
return false;
}
if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE + 10)
{
medic_attack(self);
return true;
}
else
{
self->monsterinfo.attack_state = AS_STRAIGHT;
return false;
}
}
if (self->enemy->client && !visible(self, self->enemy) && M_SlotsLeft(self))
{
self->monsterinfo.attack_state = AS_BLIND;
return true;
}
// give a LARGE bias to spawning things when we have room
// use AI_BLOCKED as a signal to attack to spawn
if (self->monsterinfo.monster_slots && (frandom() < 0.8f) && (M_SlotsLeft(self) > self->monsterinfo.monster_slots * 0.8f) && (realrange(self, self->enemy) > 150))
{
self->monsterinfo.aiflags |= AI_BLOCKED;
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
// ROGUE
// since his idle animation looks kinda bad in combat, always attack
// when he's on a combat point
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
return M_CheckAttack(self);
}
void MedicCommanderCache()
{
gi.modelindex("models/items/spawngro3/tris.md2");
}
MONSTERINFO_DUCK(medic_duck) (edict_t *self, gtime_t eta) -> bool
{
// don't dodge if you're healing
if (self->monsterinfo.aiflags & AI_MEDIC)
return false;
if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
(self->monsterinfo.active_move == &medic_move_attackCable) ||
(self->monsterinfo.active_move == &medic_move_attackBlaster) ||
(self->monsterinfo.active_move == &medic_move_callReinforcements))
{
// he ignores skill
self->monsterinfo.unduck(self);
return false;
}
M_SetAnimation(self, &medic_move_duck);
return true;
}
MONSTERINFO_SIDESTEP(medic_sidestep) (edict_t *self) -> bool
{
if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
(self->monsterinfo.active_move == &medic_move_attackCable) ||
(self->monsterinfo.active_move == &medic_move_attackBlaster) ||
(self->monsterinfo.active_move == &medic_move_callReinforcements))
{
// if we're shooting, don't dodge
return false;
}
if (self->monsterinfo.active_move != &medic_move_run)
M_SetAnimation(self, &medic_move_run);
return true;
}
//===========
// PGM
MONSTERINFO_BLOCKED(medic_blocked) (edict_t *self, float dist) -> bool
{
if (blocked_checkplat(self, dist))
return true;
return false;
}
// PGM
//===========
/*QUAKED monster_medic_commander (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
model="models/monsters/medic/tris.md2"
*/
void SP_monster_medic(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/medic/tris.md2");
gi.modelindex("models/monsters/medic/gibs/chest.md2");
gi.modelindex("models/monsters/medic/gibs/gun.md2");
gi.modelindex("models/monsters/medic/gibs/head.md2");
gi.modelindex("models/monsters/medic/gibs/hook.md2");
gi.modelindex("models/monsters/medic/gibs/leg.md2");
self->mins = { -24, -24, -24 };
self->maxs = { 24, 24, 32 };
// PMM
if (strcmp(self->classname, "monster_medic_commander") == 0)
{
self->health = 600 * st.health_multiplier;
self->gib_health = -130;
self->mass = 600;
self->yaw_speed = 40; // default is 20
MedicCommanderCache();
}
else
{
// PMM
self->health = 300 * st.health_multiplier;
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;
// pmm
self->monsterinfo.dodge = M_MonsterDodge;
self->monsterinfo.duck = medic_duck;
self->monsterinfo.unduck = monster_duck_up;
self->monsterinfo.sidestep = medic_sidestep;
self->monsterinfo.blocked = medic_blocked;
// pmm
self->monsterinfo.attack = medic_attack;
self->monsterinfo.melee = nullptr;
self->monsterinfo.sight = medic_sight;
self->monsterinfo.idle = medic_idle;
self->monsterinfo.search = medic_search;
self->monsterinfo.checkattack = medic_checkattack;
self->monsterinfo.setskin = medic_setskin;
gi.linkentity(self);
M_SetAnimation(self, &medic_move_stand);
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
// PMM
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
if (self->mass > 400)
{
self->s.skinnum = 2;
// commander sounds
commander_sound_idle1 = gi.soundindex("medic_commander/medidle.wav");
commander_sound_pain1 = gi.soundindex("medic_commander/medpain1.wav");
commander_sound_pain2 = gi.soundindex("medic_commander/medpain2.wav");
commander_sound_die = gi.soundindex("medic_commander/meddeth.wav");
commander_sound_sight = gi.soundindex("medic_commander/medsght.wav");
commander_sound_search = gi.soundindex("medic_commander/medsrch.wav");
commander_sound_hook_launch = gi.soundindex("medic_commander/medatck2c.wav");
commander_sound_hook_hit = gi.soundindex("medic_commander/medatck3a.wav");
commander_sound_hook_heal = gi.soundindex("medic_commander/medatck4a.wav");
commander_sound_hook_retract = gi.soundindex("medic_commander/medatck5a.wav");
commander_sound_spawn = gi.soundindex("medic_commander/monsterspawn1.wav");
gi.soundindex("tank/tnkatck3.wav");
const char *reinforcements = default_reinforcements;
if (!st.was_key_specified("monster_slots"))
self->monsterinfo.monster_slots = default_monster_slots_base;
if (st.was_key_specified("reinforcements"))
reinforcements = st.reinforcements;
if (self->monsterinfo.monster_slots && reinforcements && *reinforcements)
{
if (skill->integer)
self->monsterinfo.monster_slots += floor(self->monsterinfo.monster_slots * (skill->value / 2.f));
M_SetupReinforcements(reinforcements, self->monsterinfo.reinforcements);
}
}
else
{
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->s.skinnum = 0;
}
// pmm
}