mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 15:32:19 +00:00
4240 lines
117 KiB
C
4240 lines
117 KiB
C
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//b_spawn.cpp
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//added by MCG
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#include "b_local.h"
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#include "anims.h"
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#include "w_saber.h"
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#include "bg_saga.h"
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#include "bg_vehicles.h"
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#include "g_nav.h"
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extern void G_DebugPrint( int level, const char *format, ... );
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extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
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extern void ClientUserinfoChanged( int clientNum );
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extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
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extern void Jedi_Cloak( gentity_t *self );
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//extern void FX_BorgTeleport( vec3_t org );
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extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
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extern team_t TranslateTeamName( const char *name );
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extern char *TeamNames[TEAM_NUM_TEAMS];
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//extern void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
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//extern void NPC_StasisSpawnEffect( gentity_t *ent );
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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extern void ST_ClearTimers( gentity_t *ent );
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extern void Jedi_ClearTimers( gentity_t *ent );
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extern void NPC_ShadowTrooper_Precache( void );
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extern void NPC_Gonk_Precache( void );
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extern void NPC_Mouse_Precache( void );
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extern void NPC_Seeker_Precache( void );
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extern void NPC_Remote_Precache( void );
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extern void NPC_R2D2_Precache(void);
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extern void NPC_R5D2_Precache(void);
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extern void NPC_Probe_Precache(void);
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extern void NPC_Interrogator_Precache(gentity_t *self);
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extern void NPC_MineMonster_Precache( void );
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extern void NPC_Howler_Precache( void );
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extern void NPC_ATST_Precache(void);
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extern void NPC_Sentry_Precache(void);
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extern void NPC_Mark1_Precache(void);
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extern void NPC_Mark2_Precache(void);
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extern void NPC_GalakMech_Precache( void );
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extern void NPC_GalakMech_Init( gentity_t *ent );
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extern void NPC_Protocol_Precache( void );
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extern void Boba_Precache( void );
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extern void NPC_Wampa_Precache( void );
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gentity_t *NPC_SpawnType( gentity_t *ent, char *npc_type, char *targetname, qboolean isVehicle );
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extern void Rancor_SetBolts( gentity_t *self );
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extern void Wampa_SetBolts( gentity_t *self );
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#define NSF_DROP_TO_FLOOR 16
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// PAIN functions...
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//
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extern void funcBBrushPain (gentity_t *self, gentity_t *attacker, int damage);
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extern void misc_model_breakable_pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void station_pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void func_usable_pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_ATST_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_ST_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Jedi_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Droid_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Probe_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_MineMonster_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Howler_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Seeker_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Remote_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void emplaced_gun_pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Mark1_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_GM_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Sentry_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Mark2_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void PlayerPain (gentity_t *self, gentity_t *attacker, int damage);
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extern void GasBurst (gentity_t *self, gentity_t *attacker, int damage);
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extern void CrystalCratePain (gentity_t *self, gentity_t *attacker, int damage);
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extern void TurretPain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Wampa_Pain (gentity_t *self, gentity_t *attacker, int damage);
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extern void NPC_Rancor_Pain (gentity_t *self, gentity_t *attacker, int damage);
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//void HirogenAlpha_Precache( void );
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int WP_SetSaberModel( gclient_t *client, class_t npcClass )
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{
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//rwwFIXMEFIXME: Do something here, need to let the client know.
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return 1;
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}
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/*
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-------------------------
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NPC_PainFunc
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-------------------------
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*/
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typedef void (PAIN_FUNC) (gentity_t *self, gentity_t *attacker, int damage);
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PAIN_FUNC *NPC_PainFunc( gentity_t *ent )
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{
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void (*func)(gentity_t *self, gentity_t *attacker, int damage);
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if ( ent->client->ps.weapon == WP_SABER )
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{
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func = NPC_Jedi_Pain;
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}
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else
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{
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// team no longer indicates race/species, use NPC_class to determine different npc types
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/*
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switch ( ent->client->playerTeam )
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{
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default:
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func = painF_NPC_Pain;
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break;
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}
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*/
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switch( ent->client->NPC_class )
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{
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// troopers get special pain
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case CLASS_STORMTROOPER:
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case CLASS_SWAMPTROOPER:
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func = NPC_ST_Pain;
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break;
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case CLASS_SEEKER:
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func = NPC_Seeker_Pain;
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break;
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case CLASS_REMOTE:
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func = NPC_Remote_Pain;
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break;
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case CLASS_MINEMONSTER:
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func = NPC_MineMonster_Pain;
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break;
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case CLASS_HOWLER:
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func = NPC_Howler_Pain;
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break;
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// all other droids, did I miss any?
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case CLASS_GONK:
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case CLASS_R2D2:
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case CLASS_R5D2:
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case CLASS_MOUSE:
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case CLASS_PROTOCOL:
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case CLASS_INTERROGATOR:
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func = NPC_Droid_Pain;
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break;
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case CLASS_PROBE:
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func = NPC_Probe_Pain;
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break;
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case CLASS_SENTRY:
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func = NPC_Sentry_Pain;
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break;
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case CLASS_MARK1:
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func = NPC_Mark1_Pain;
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break;
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case CLASS_MARK2:
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func = NPC_Mark2_Pain;
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break;
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case CLASS_ATST:
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func = NPC_ATST_Pain;
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break;
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case CLASS_GALAKMECH:
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func = NPC_GM_Pain;
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break;
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case CLASS_RANCOR:
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func = NPC_Rancor_Pain;
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break;
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case CLASS_WAMPA:
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func = NPC_Wampa_Pain;
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break;
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// everyone else gets the normal pain func
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default:
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func = NPC_Pain;
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break;
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}
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}
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return func;
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}
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/*
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-------------------------
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NPC_TouchFunc
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-------------------------
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*/
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typedef void (TOUCH_FUNC) (gentity_t *self, gentity_t *other, trace_t *trace);
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TOUCH_FUNC *NPC_TouchFunc( gentity_t *ent )
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{
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void (*func)(gentity_t *self, gentity_t *other, trace_t *trace);
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func = NPC_Touch;
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return func;
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}
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/*
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-------------------------
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NPC_SetMiscDefaultData
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-------------------------
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*/
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
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void NPC_SetMiscDefaultData( gentity_t *ent )
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{
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if ( ent->spawnflags & SFB_CINEMATIC )
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{//if a cinematic guy, default us to wait bState
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ent->NPC->behaviorState = BS_CINEMATIC;
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}
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if ( ent->client->NPC_class == CLASS_BOBAFETT )
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{//set some stuff, precache
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Boba_Precache();
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ent->client->ps.fd.forcePowersKnown |= ( 1 << FP_LEVITATION );
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ent->client->ps.fd.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
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ent->client->ps.fd.forcePower = 100;
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ent->NPC->scriptFlags |= (SCF_ALT_FIRE|SCF_NO_GROUPS);
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}
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//if ( !Q_stricmp( "atst_vehicle", ent->NPC_type ) )//FIXME: has to be a better, easier way to tell this, no?
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if (ent->s.NPC_class == CLASS_VEHICLE && ent->m_pVehicle)
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{
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ent->s.g2radius = 255;//MAX for this value, was (ent->r.maxs[2]-ent->r.mins[2]), which is 272 or something
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if (ent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
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{
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ent->mass = 2000;//???
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ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
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ent->pain = NPC_ATST_Pain;
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}
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//turn the damn hatch cover on and LEAVE it on
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trap_G2API_SetSurfaceOnOff( ent->ghoul2, "head_hatchcover", 0/*TURN_ON*/ );
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}
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if ( !Q_stricmp( "wampa", ent->NPC_type ) )
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{//FIXME: extern this into NPC.cfg?
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Wampa_SetBolts( ent );
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ent->s.g2radius = 80;//???
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ent->mass = 300;//???
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ent->flags |= FL_NO_KNOCKBACK;
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ent->pain = NPC_Wampa_Pain;
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}
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if ( ent->client->NPC_class == CLASS_RANCOR )
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{
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Rancor_SetBolts( ent );
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ent->s.g2radius = 255;//MAX for this value, was (ent->r.maxs[2]-ent->r.mins[2]), which is 272 or something
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ent->mass = 1000;//???
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ent->flags |= FL_NO_KNOCKBACK;
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ent->pain = NPC_Rancor_Pain;
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ent->health *= 4;
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}
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if ( !Q_stricmp( "Yoda", ent->NPC_type ) )
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{//FIXME: extern this into NPC.cfg?
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ent->NPC->scriptFlags |= SCF_NO_FORCE;//force powers don't work on him
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}
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if ( !Q_stricmp( "emperor", ent->NPC_type ) )
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{//FIXME: extern this into NPC.cfg?
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ent->NPC->scriptFlags |= SCF_DONT_FIRE;//so he uses only force powers
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}
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//==================
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// if ( ent->client->ps.saber[0].type != SABER_NONE )
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if (ent->client->ps.weapon == WP_SABER) //rwwFIXMEFIXME: is this going to work?
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{//if I'm equipped with a saber, initialize it (them)
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// ent->client->ps.SaberDeactivate();
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// ent->client->ps.SetSaberLength( 0 );
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WP_SaberInitBladeData( ent );
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ent->client->ps.saberHolstered = 2;
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// G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[0].model, ent->handRBolt, 0 );
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// if ( ent->client->ps.dualSabers )
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// {
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// G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[1].model, ent->handLBolt, 1 );
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// }
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Jedi_ClearTimers( ent );
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}
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if ( ent->client->ps.fd.forcePowersKnown != 0 )
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{
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WP_InitForcePowers( ent );
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WP_SpawnInitForcePowers(ent); //rww
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}
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if ( ent->client->NPC_class == CLASS_SEEKER )
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{
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ent->NPC->defaultBehavior = BS_DEFAULT;
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ent->client->ps.gravity = 0;
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ent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
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ent->client->ps.eFlags2 |= EF2_FLYING;
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ent->count = 30; // SEEKER shot ammo count
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}
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//***I'm not sure whether I should leave this as a TEAM_ switch, I think NPC_class may be more appropriate - dmv
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switch(ent->client->playerTeam)
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{
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case NPCTEAM_PLAYER:
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//ent->flags |= FL_NO_KNOCKBACK;
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if ( ent->client->NPC_class == CLASS_JEDI || ent->client->NPC_class == CLASS_LUKE )
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{//good jedi
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ent->client->enemyTeam = NPCTEAM_ENEMY;
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if ( ent->spawnflags & JSF_AMBUSH )
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{//ambusher
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ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
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ent->client->noclip = qtrue;//hang
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}
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}
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else
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{
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/*
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if (ent->client->ps.weapon != WP_NONE)
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{
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G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
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}
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*/
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switch ( ent->client->ps.weapon )
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{
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case WP_BRYAR_PISTOL://FIXME: new weapon: imp blaster pistol
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// case WP_BLASTER_PISTOL:
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case WP_DISRUPTOR:
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case WP_BOWCASTER:
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case WP_REPEATER:
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case WP_DEMP2:
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case WP_FLECHETTE:
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case WP_ROCKET_LAUNCHER:
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default:
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break;
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case WP_THERMAL:
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case WP_BLASTER:
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//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
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//ent->health = 25;
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//FIXME: not necc. a ST
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ST_ClearTimers( ent );
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if ( ent->NPC->rank >= RANK_LT || ent->client->ps.weapon == WP_THERMAL )
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{//officers, grenade-throwers use alt-fire
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//ent->health = 50;
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//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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}
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break;
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}
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}
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if ( ent->client->NPC_class == CLASS_KYLE || ent->client->NPC_class == CLASS_VEHICLE || (ent->spawnflags & SFB_CINEMATIC) )
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{
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ent->NPC->defaultBehavior = BS_CINEMATIC;
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}
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else
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{
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/*
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ent->NPC->defaultBehavior = BS_FOLLOW_LEADER;
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ent->client->leader = &g_entities[0];
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*/
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}
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break;
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case NPCTEAM_NEUTRAL:
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if ( Q_stricmp( ent->NPC_type, "gonk" ) == 0 )
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{
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// I guess we generically make them player usable
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ent->r.svFlags |= SVF_PLAYER_USABLE;
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// Not even sure if we want to give different levels of batteries? ...Or even that these are the values we'd want to use.
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/*
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switch ( g_spskill.integer )
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{
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case 0: // EASY
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ent->client->ps.batteryCharge = MAX_BATTERIES * 0.8f;
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break;
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case 1: // MEDIUM
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ent->client->ps.batteryCharge = MAX_BATTERIES * 0.75f;
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break;
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default :
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case 2: // HARD
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ent->client->ps.batteryCharge = MAX_BATTERIES * 0.5f;
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break;
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}*/
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//rwwFIXMEFIXME: Make use of this.
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}
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break;
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||
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case NPCTEAM_ENEMY:
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||
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{
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ent->NPC->defaultBehavior = BS_DEFAULT;
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||
|
if ( ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
||
|
{//FIXME: a spawnflag?
|
||
|
Jedi_Cloak( ent );
|
||
|
}
|
||
|
if( ent->client->NPC_class == CLASS_TAVION ||
|
||
|
ent->client->NPC_class == CLASS_REBORN ||
|
||
|
ent->client->NPC_class == CLASS_DESANN ||
|
||
|
ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
||
|
{
|
||
|
ent->client->enemyTeam = NPCTEAM_PLAYER;
|
||
|
if ( ent->spawnflags & JSF_AMBUSH )
|
||
|
{//ambusher
|
||
|
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
|
||
|
ent->client->noclip = qtrue;//hang
|
||
|
}
|
||
|
}
|
||
|
else if( ent->client->NPC_class == CLASS_PROBE || ent->client->NPC_class == CLASS_REMOTE ||
|
||
|
ent->client->NPC_class == CLASS_INTERROGATOR || ent->client->NPC_class == CLASS_SENTRY)
|
||
|
{
|
||
|
ent->NPC->defaultBehavior = BS_DEFAULT;
|
||
|
ent->client->ps.gravity = 0;
|
||
|
ent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
|
||
|
ent->client->ps.eFlags2 |= EF2_FLYING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
|
||
|
switch ( ent->client->ps.weapon )
|
||
|
{
|
||
|
case WP_BRYAR_PISTOL:
|
||
|
break;
|
||
|
// case WP_BLASTER_PISTOL:
|
||
|
// break;
|
||
|
case WP_DISRUPTOR:
|
||
|
//Sniper
|
||
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;//FIXME: use primary fire sometimes? Up close? Different class of NPC?
|
||
|
break;
|
||
|
case WP_BOWCASTER:
|
||
|
break;
|
||
|
case WP_REPEATER:
|
||
|
//machine-gunner
|
||
|
break;
|
||
|
case WP_DEMP2:
|
||
|
break;
|
||
|
case WP_FLECHETTE:
|
||
|
//shotgunner
|
||
|
if ( !Q_stricmp( "stofficeralt", ent->NPC_type ) )
|
||
|
{
|
||
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
||
|
}
|
||
|
break;
|
||
|
case WP_ROCKET_LAUNCHER:
|
||
|
break;
|
||
|
case WP_THERMAL:
|
||
|
//Gran, use main, bouncy fire
|
||
|
// ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
||
|
break;
|
||
|
case WP_STUN_BATON:
|
||
|
break;
|
||
|
default:
|
||
|
case WP_BLASTER:
|
||
|
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
|
||
|
//FIXME: not necc. a ST
|
||
|
ST_ClearTimers( ent );
|
||
|
if ( ent->NPC->rank >= RANK_COMMANDER )
|
||
|
{//commanders use alt-fire
|
||
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
||
|
}
|
||
|
if ( !Q_stricmp( "rodian2", ent->NPC_type ) )
|
||
|
{
|
||
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
if ( !Q_stricmp( "galak_mech", ent->NPC_type ) )
|
||
|
{//starts with armor
|
||
|
NPC_GalakMech_Init( ent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( ent->client->NPC_class == CLASS_SEEKER
|
||
|
&& ent->activator )
|
||
|
{//assume my teams are already set correctly
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//for siege, want "bad" npc's allied with the "bad" team
|
||
|
if (g_gametype.integer == GT_SIEGE && ent->s.NPC_class != CLASS_VEHICLE)
|
||
|
{
|
||
|
if (ent->client->enemyTeam == NPCTEAM_PLAYER)
|
||
|
{
|
||
|
ent->client->sess.sessionTeam = SIEGETEAM_TEAM1;
|
||
|
}
|
||
|
else if (ent->client->enemyTeam == NPCTEAM_ENEMY)
|
||
|
{
|
||
|
ent->client->sess.sessionTeam = SIEGETEAM_TEAM2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->sess.sessionTeam = TEAM_FREE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_MARK1 ) // chris/steve/kevin requested that the mark1 be shielded also
|
||
|
{
|
||
|
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_WeaponsForTeam
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type )
|
||
|
{
|
||
|
//*** not sure how to handle this, should I pass in class instead of team and go from there? - dmv
|
||
|
switch(team)
|
||
|
{
|
||
|
// no longer exists
|
||
|
// case TEAM_BORG:
|
||
|
// break;
|
||
|
|
||
|
// case TEAM_HIROGEN:
|
||
|
// if( Q_stricmp( "hirogenalpha", NPC_type ) == 0 )
|
||
|
// return ( 1 << WP_BLASTER);
|
||
|
//Falls through
|
||
|
|
||
|
// case TEAM_KLINGON:
|
||
|
|
||
|
//NOTENOTE: Falls through
|
||
|
|
||
|
// case TEAM_IMPERIAL:
|
||
|
case NPCTEAM_ENEMY:
|
||
|
if ( Q_stricmp( "tavion", NPC_type ) == 0 ||
|
||
|
Q_strncmp( "reborn", NPC_type, 6 ) == 0 ||
|
||
|
Q_stricmp( "desann", NPC_type ) == 0 ||
|
||
|
Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
|
||
|
return ( 1 << WP_SABER);
|
||
|
// return ( 1 << WP_IMPERIAL_BLADE);
|
||
|
//NOTENOTE: Falls through if not a knife user
|
||
|
|
||
|
// case TEAM_SCAVENGERS:
|
||
|
// case TEAM_MALON:
|
||
|
//FIXME: default weapon in npc config?
|
||
|
if ( Q_strncmp( "stofficer", NPC_type, 9 ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_FLECHETTE);
|
||
|
}
|
||
|
if ( Q_stricmp( "stcommander", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_REPEATER);
|
||
|
}
|
||
|
if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_FLECHETTE);
|
||
|
}
|
||
|
if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_REPEATER);
|
||
|
}
|
||
|
if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_ROCKET_LAUNCHER);
|
||
|
}
|
||
|
if ( Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_SABER);//|( 1 << WP_RAPID_CONCUSSION)?
|
||
|
}
|
||
|
if ( Q_stricmp( "imperial", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BLASTER_PISTOL);
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_strncmp( "impworker", NPC_type, 9 ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BLASTER_PISTOL);
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_stricmp( "stormpilot", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BLASTER_PISTOL);
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_stricmp( "galak", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_stricmp( "galak_mech", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_REPEATER);
|
||
|
}
|
||
|
if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_stricmp( "granshooter", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_stricmp( "granboxer", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_STUN_BATON);
|
||
|
}
|
||
|
if ( Q_strncmp( "gran", NPC_type, 4 ) == 0 )
|
||
|
{
|
||
|
return (( 1 << WP_THERMAL)|( 1 << WP_STUN_BATON));
|
||
|
}
|
||
|
if ( Q_stricmp( "rodian", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_DISRUPTOR);
|
||
|
}
|
||
|
if ( Q_stricmp( "rodian2", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
|
||
|
if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_strncmp( "protocol",NPC_type,8) == 0) )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
|
||
|
if ( Q_strncmp( "weequay", NPC_type, 7 ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BOWCASTER);//|( 1 << WP_STAFF )(FIXME: new weap?)
|
||
|
}
|
||
|
if ( Q_stricmp( "impofficer", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if ( Q_stricmp( "impcommander", NPC_type ) == 0 )
|
||
|
{
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 ))
|
||
|
{
|
||
|
//return ( 1 << WP_BOT_LASER);
|
||
|
return 0;
|
||
|
}
|
||
|
if ( Q_stricmp( "remote", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BOT_LASER );
|
||
|
return 0;
|
||
|
}
|
||
|
if ( Q_stricmp( "trandoshan", NPC_type ) == 0 )
|
||
|
{
|
||
|
return (1<<WP_REPEATER);
|
||
|
}
|
||
|
if ( Q_stricmp( "atst", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return (( 1 << WP_ATST_MAIN)|( 1 << WP_ATST_SIDE));
|
||
|
return 0;
|
||
|
}
|
||
|
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BOT_LASER);
|
||
|
return 0;
|
||
|
}
|
||
|
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BOT_LASER);
|
||
|
return 0;
|
||
|
}
|
||
|
if ( Q_stricmp( "minemonster", NPC_type ) == 0 )
|
||
|
{
|
||
|
return (( 1 << WP_STUN_BATON));
|
||
|
}
|
||
|
if ( Q_stricmp( "howler", NPC_type ) == 0 )
|
||
|
{
|
||
|
return (( 1 << WP_STUN_BATON));
|
||
|
}
|
||
|
//Stormtroopers, etc.
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
break;
|
||
|
|
||
|
case NPCTEAM_PLAYER:
|
||
|
|
||
|
// if(spawnflags & SFB_TRICORDER)
|
||
|
// return ( 1 << WP_TRICORDER);
|
||
|
|
||
|
if(spawnflags & SFB_RIFLEMAN)
|
||
|
return ( 1 << WP_REPEATER);
|
||
|
|
||
|
if(spawnflags & SFB_PHASER)
|
||
|
//return ( 1 << WP_BLASTER_PISTOL);
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
|
||
|
if ( Q_strncmp( "jedi", NPC_type, 4 ) == 0 || Q_stricmp( "luke", NPC_type ) == 0 )
|
||
|
return ( 1 << WP_SABER);
|
||
|
|
||
|
if ( Q_strncmp( "prisoner", NPC_type, 8 ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_strncmp( "bespincop", NPC_type, 9 ) == 0 )
|
||
|
{
|
||
|
//return ( 1 << WP_BLASTER_PISTOL);
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
}
|
||
|
|
||
|
if ( Q_stricmp( "MonMothma", NPC_type ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
|
||
|
//rebel
|
||
|
return ( 1 << WP_BLASTER);
|
||
|
break;
|
||
|
|
||
|
case NPCTEAM_NEUTRAL:
|
||
|
|
||
|
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_stricmp( "bartender", NPC_type ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
if ( Q_stricmp( "morgankatarn", NPC_type ) == 0 )
|
||
|
{
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
// these no longer exist
|
||
|
// case TEAM_FORGE:
|
||
|
// return ( 1 << WP_STUN_BATON);
|
||
|
// break;
|
||
|
|
||
|
// case TEAM_STASIS:
|
||
|
// return ( 1 << WP_STUN_BATON);
|
||
|
// break;
|
||
|
|
||
|
// case TEAM_PARASITE:
|
||
|
// break;
|
||
|
|
||
|
// case TEAM_8472:
|
||
|
// break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return WP_NONE;
|
||
|
}
|
||
|
|
||
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_SetWeapons
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
void NPC_SetWeapons( gentity_t *ent )
|
||
|
{
|
||
|
int bestWeap = WP_NONE;
|
||
|
int curWeap;
|
||
|
int weapons = NPC_WeaponsForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
|
||
|
|
||
|
ent->client->ps.stats[STAT_WEAPONS] = 0;
|
||
|
for ( curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
|
||
|
{
|
||
|
if ( (weapons & ( 1 << curWeap )) )
|
||
|
{
|
||
|
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << curWeap );
|
||
|
// RegisterItem( FindItemForWeapon( (weapon_t)(curWeap) ) ); //precache the weapon
|
||
|
//rwwFIXMEFIXME: Precache
|
||
|
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[curWeap].ammoIndex] = 100;//FIXME: max ammo
|
||
|
|
||
|
if ( bestWeap == WP_SABER )
|
||
|
{
|
||
|
// still want to register other weapons -- force saber to be best weap
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( curWeap == WP_STUN_BATON )
|
||
|
{
|
||
|
if ( bestWeap == WP_NONE )
|
||
|
{// We'll only consider giving Melee since we haven't found anything better yet.
|
||
|
bestWeap = curWeap;
|
||
|
}
|
||
|
}
|
||
|
else if ( curWeap > bestWeap || bestWeap == WP_STUN_BATON )
|
||
|
{
|
||
|
// This will never override saber as best weap. Also will override WP_STUN_BATON if something better comes later in the list
|
||
|
bestWeap = curWeap;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent->client->ps.weapon = bestWeap;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_SpawnEffect
|
||
|
|
||
|
NOTE: Make sure any effects called here have their models, tga's and sounds precached in
|
||
|
CG_RegisterNPCEffects in cg_player.cpp
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
void NPC_SpawnEffect (gentity_t *ent)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// NPC_SetFX_SpawnStates
|
||
|
//
|
||
|
// Set up any special parms for spawn effects
|
||
|
//--------------------------------------------------------------
|
||
|
void NPC_SetFX_SpawnStates( gentity_t *ent )
|
||
|
{
|
||
|
if ( !(ent->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY) )
|
||
|
{
|
||
|
ent->client->ps.gravity = g_gravity.value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
NPC_SpotWouldTelefrag
|
||
|
|
||
|
================
|
||
|
*/
|
||
|
qboolean NPC_SpotWouldTelefrag( gentity_t *npc )
|
||
|
{
|
||
|
int i, num;
|
||
|
int touch[MAX_GENTITIES];
|
||
|
gentity_t *hit;
|
||
|
vec3_t mins, maxs;
|
||
|
|
||
|
VectorAdd( npc->r.currentOrigin, npc->r.mins, mins );
|
||
|
VectorAdd( npc->r.currentOrigin, npc->r.maxs, maxs );
|
||
|
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
||
|
|
||
|
for (i=0 ; i<num ; i++)
|
||
|
{
|
||
|
hit = &g_entities[touch[i]];
|
||
|
//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
|
||
|
if (hit->inuse
|
||
|
&& hit->client
|
||
|
&& hit->s.number != npc->s.number
|
||
|
&& (hit->r.contents&MASK_NPCSOLID)
|
||
|
&& hit->s.number != npc->r.ownerNum
|
||
|
&& hit->r.ownerNum != npc->s.number)
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
void NPC_Begin (gentity_t *ent)
|
||
|
{
|
||
|
vec3_t spawn_origin, spawn_angles;
|
||
|
gclient_t *client;
|
||
|
usercmd_t ucmd;
|
||
|
gentity_t *spawnPoint = NULL;
|
||
|
|
||
|
memset( &ucmd, 0, sizeof( ucmd ) );
|
||
|
|
||
|
if ( !(ent->spawnflags & SFB_NOTSOLID) )
|
||
|
{//No NPCs should telefrag
|
||
|
if (NPC_SpotWouldTelefrag(ent))
|
||
|
{
|
||
|
if ( ent->wait < 0 )
|
||
|
{//remove yourself
|
||
|
G_DebugPrint( WL_DEBUG, "NPC %s could not spawn, firing target3 (%s) and removing self\n", ent->targetname, ent->target3 );
|
||
|
//Fire off our target3
|
||
|
G_UseTargets2( ent, ent, ent->target3 );
|
||
|
|
||
|
//Kill us
|
||
|
ent->think = G_FreeEntity;
|
||
|
ent->nextthink = level.time + 100;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_DebugPrint( WL_DEBUG, "NPC %s could not spawn, waiting %4.2 secs to try again\n", ent->targetname, ent->wait/1000.0f );
|
||
|
ent->think = NPC_Begin;
|
||
|
ent->nextthink = level.time + ent->wait;//try again in half a second
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
//Spawn effect
|
||
|
NPC_SpawnEffect( ent );
|
||
|
|
||
|
VectorCopy( ent->client->ps.origin, spawn_origin);
|
||
|
VectorCopy( ent->s.angles, spawn_angles);
|
||
|
spawn_angles[YAW] = ent->NPC->desiredYaw;
|
||
|
|
||
|
client = ent->client;
|
||
|
|
||
|
// increment the spawncount so the client will detect the respawn
|
||
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
||
|
|
||
|
client->airOutTime = level.time + 12000;
|
||
|
|
||
|
client->ps.clientNum = ent->s.number;
|
||
|
// clear entity values
|
||
|
|
||
|
if ( ent->health ) // Was health supplied in map
|
||
|
{
|
||
|
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->health;
|
||
|
}
|
||
|
else if ( ent->NPC->stats.health ) // Was health supplied in NPC.cfg?
|
||
|
{
|
||
|
|
||
|
if ( ent->client->NPC_class != CLASS_REBORN
|
||
|
&& ent->client->NPC_class != CLASS_SHADOWTROOPER
|
||
|
//&& ent->client->NPC_class != CLASS_TAVION
|
||
|
//&& ent->client->NPC_class != CLASS_DESANN
|
||
|
&& ent->client->NPC_class != CLASS_JEDI )
|
||
|
{// up everyone except jedi
|
||
|
ent->NPC->stats.health += ent->NPC->stats.health/4 * g_spskill.integer; // 100% on easy, 125% on medium, 150% on hard
|
||
|
}
|
||
|
|
||
|
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->NPC->stats.health;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = 100;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( "rodian", ent->NPC_type ) )
|
||
|
{//sniper
|
||
|
//NOTE: this will get overridden by any aim settings in their spawnscripts
|
||
|
switch ( g_spskill.integer )
|
||
|
{
|
||
|
case 0:
|
||
|
ent->NPC->stats.aim = 1;
|
||
|
break;
|
||
|
case 1:
|
||
|
ent->NPC->stats.aim = Q_irand( 2, 3 );
|
||
|
break;
|
||
|
case 2:
|
||
|
ent->NPC->stats.aim = Q_irand( 3, 4 );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if ( ent->client->NPC_class == CLASS_STORMTROOPER
|
||
|
|| ent->client->NPC_class == CLASS_SWAMPTROOPER
|
||
|
|| ent->client->NPC_class == CLASS_IMPWORKER
|
||
|
|| !Q_stricmp( "rodian2", ent->NPC_type ) )
|
||
|
{//tweak yawspeed for these NPCs based on difficulty
|
||
|
switch ( g_spskill.integer )
|
||
|
{
|
||
|
case 0:
|
||
|
ent->NPC->stats.yawSpeed *= 0.75f;
|
||
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
||
|
{
|
||
|
ent->NPC->stats.aim -= Q_irand( 3, 6 );
|
||
|
}
|
||
|
break;
|
||
|
case 1:
|
||
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
||
|
{
|
||
|
ent->NPC->stats.aim -= Q_irand( 2, 4 );
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
ent->NPC->stats.yawSpeed *= 1.5f;
|
||
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
||
|
{
|
||
|
ent->NPC->stats.aim -= Q_irand( 0, 2 );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if ( ent->client->NPC_class == CLASS_REBORN
|
||
|
|| ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
||
|
{
|
||
|
switch ( g_spskill.integer )
|
||
|
{
|
||
|
case 1:
|
||
|
ent->NPC->stats.yawSpeed *= 1.25f;
|
||
|
break;
|
||
|
case 2:
|
||
|
ent->NPC->stats.yawSpeed *= 1.5f;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
||
|
ent->mass = 10;
|
||
|
ent->takedamage = qtrue;
|
||
|
ent->inuse = qtrue;
|
||
|
ent->classname = "NPC";
|
||
|
// if ( ent->client->race == RACE_HOLOGRAM )
|
||
|
// {//can shoot through holograms, but not walk through them
|
||
|
// ent->contents = CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_ITEM;//contents_corspe to make them show up in ID and use traces
|
||
|
// ent->clipmask = MASK_NPCSOLID;
|
||
|
// } else
|
||
|
if(!(ent->spawnflags & SFB_NOTSOLID))
|
||
|
{
|
||
|
ent->r.contents = CONTENTS_BODY;
|
||
|
ent->clipmask = MASK_NPCSOLID;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->r.contents = 0;
|
||
|
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
|
||
|
}
|
||
|
/*
|
||
|
if(!ent->client->moveType)//Static?
|
||
|
{
|
||
|
ent->client->moveType = MT_RUNJUMP;
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: movetype support
|
||
|
|
||
|
ent->die = player_die;
|
||
|
ent->waterlevel = 0;
|
||
|
ent->watertype = 0;
|
||
|
ent->client->ps.rocketLockIndex = ENTITYNUM_NONE;
|
||
|
ent->client->ps.rocketLockTime = 0;
|
||
|
|
||
|
//visible to player and NPCs
|
||
|
if ( ent->client->NPC_class != CLASS_R2D2 &&
|
||
|
ent->client->NPC_class != CLASS_R5D2 &&
|
||
|
ent->client->NPC_class != CLASS_MOUSE &&
|
||
|
ent->client->NPC_class != CLASS_GONK &&
|
||
|
ent->client->NPC_class != CLASS_PROTOCOL )
|
||
|
{
|
||
|
ent->flags &= ~FL_NOTARGET;
|
||
|
}
|
||
|
ent->s.eFlags &= ~EF_NODRAW;
|
||
|
|
||
|
NPC_SetFX_SpawnStates( ent );
|
||
|
|
||
|
//client->ps.friction = 6;
|
||
|
//rwwFIXMEFIXME: per ent friction?
|
||
|
|
||
|
if ( ent->client->ps.weapon == WP_NONE )
|
||
|
{//not set by the NPCs.cfg
|
||
|
NPC_SetWeapons(ent);
|
||
|
}
|
||
|
//select the weapon
|
||
|
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[ent->client->ps.weapon].ammoIndex];
|
||
|
ent->client->ps.weaponstate = WEAPON_IDLE;
|
||
|
ChangeWeapon( ent, ent->client->ps.weapon );
|
||
|
|
||
|
VectorCopy( spawn_origin, client->ps.origin );
|
||
|
|
||
|
// the respawned flag will be cleared after the attack and jump keys come up
|
||
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
||
|
|
||
|
// clear entity state values
|
||
|
//ent->s.eType = ET_PLAYER;
|
||
|
ent->s.eType = ET_NPC;
|
||
|
// ent->s.skinNum = ent - g_entities - 1; // used as index to get custom models
|
||
|
|
||
|
VectorCopy (spawn_origin, ent->s.origin);
|
||
|
// ent->s.origin[2] += 1; // make sure off ground
|
||
|
|
||
|
SetClientViewAngle( ent, spawn_angles );
|
||
|
client->renderInfo.lookTarget = ENTITYNUM_NONE;
|
||
|
|
||
|
if(!(ent->spawnflags & 64))
|
||
|
{
|
||
|
G_KillBox( ent );
|
||
|
trap_LinkEntity (ent);
|
||
|
}
|
||
|
|
||
|
// don't allow full run speed for a bit
|
||
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
||
|
client->ps.pm_time = 100;
|
||
|
|
||
|
client->respawnTime = level.time;
|
||
|
client->inactivityTime = level.time + g_inactivity.value * 1000;
|
||
|
client->latched_buttons = 0;
|
||
|
if ( ent->s.m_iVehicleNum )
|
||
|
{//I'm an NPC in a vehicle (or a vehicle), I already have owner set
|
||
|
}
|
||
|
else if ( client->NPC_class == CLASS_SEEKER && ent->activator != NULL )
|
||
|
{//somebody else "owns" me
|
||
|
ent->s.owner = ent->r.ownerNum = ent->activator->s.number;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.owner = ENTITYNUM_NONE;
|
||
|
}
|
||
|
|
||
|
// set default animations
|
||
|
if ( ent->client->NPC_class != CLASS_VEHICLE )
|
||
|
{
|
||
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
|
||
|
}
|
||
|
|
||
|
if( spawnPoint )
|
||
|
{
|
||
|
// fire the targets of the spawn point
|
||
|
G_UseTargets( spawnPoint, ent );
|
||
|
}
|
||
|
|
||
|
//ICARUS include
|
||
|
trap_ICARUS_InitEnt( ent );
|
||
|
|
||
|
//==NPC initialization
|
||
|
SetNPCGlobals( ent );
|
||
|
|
||
|
ent->enemy = NULL;
|
||
|
NPCInfo->timeOfDeath = 0;
|
||
|
NPCInfo->shotTime = 0;
|
||
|
NPC_ClearGoal();
|
||
|
NPC_ChangeWeapon( ent->client->ps.weapon );
|
||
|
|
||
|
//==Final NPC initialization
|
||
|
ent->pain = NPC_PainFunc( ent ); //painF_NPC_Pain;
|
||
|
ent->touch = NPC_TouchFunc( ent ); //touchF_NPC_Touch;
|
||
|
// ent->NPC->side = 1;
|
||
|
|
||
|
ent->client->ps.ping = ent->NPC->stats.reactions * 50;
|
||
|
|
||
|
//MCG - Begin: NPC hacks
|
||
|
//FIXME: Set the team correctly
|
||
|
if (ent->s.NPC_class != CLASS_VEHICLE || g_gametype.integer != GT_SIEGE)
|
||
|
{
|
||
|
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
|
||
|
}
|
||
|
|
||
|
ent->use = NPC_Use;
|
||
|
ent->think = NPC_Think;
|
||
|
ent->nextthink = level.time + FRAMETIME + Q_irand(0, 100);
|
||
|
|
||
|
NPC_SetMiscDefaultData( ent );
|
||
|
if ( ent->health <= 0 )
|
||
|
{
|
||
|
//ORIGINAL ID: health will count down towards max_health
|
||
|
ent->health = client->ps.stats[STAT_HEALTH] = ent->client->pers.maxHealth;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
client->ps.stats[STAT_HEALTH] = ent->health;
|
||
|
}
|
||
|
|
||
|
if (ent->s.shouldtarget)
|
||
|
{
|
||
|
ent->maxHealth = ent->health;
|
||
|
G_ScaleNetHealth(ent);
|
||
|
}
|
||
|
|
||
|
ChangeWeapon( ent, ent->client->ps.weapon );//yes, again... sigh
|
||
|
|
||
|
if ( !(ent->spawnflags & SFB_STARTINSOLID) )
|
||
|
{//Not okay to start in solid
|
||
|
G_CheckInSolid( ent, qtrue );
|
||
|
}
|
||
|
VectorClear( ent->NPC->lastClearOrigin );
|
||
|
|
||
|
//Run a script if you have one assigned to you
|
||
|
if ( G_ActivateBehavior( ent, BSET_SPAWN ) )
|
||
|
{
|
||
|
trap_ICARUS_MaintainTaskManager(ent->s.number);
|
||
|
}
|
||
|
|
||
|
VectorCopy( ent->r.currentOrigin, ent->client->renderInfo.eyePoint );
|
||
|
|
||
|
// run a client frame to drop exactly to the floor,
|
||
|
// initialize animations and other things
|
||
|
memset( &ucmd, 0, sizeof( ucmd ) );
|
||
|
//_VectorCopy( client->pers.cmd_angles, ucmd.angles );
|
||
|
VectorCopy(client->pers.cmd.angles, ucmd.angles);
|
||
|
|
||
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
||
|
|
||
|
if ( ent->NPC->aiFlags & NPCAI_MATCHPLAYERWEAPON )
|
||
|
{
|
||
|
//G_MatchPlayerWeapon( ent );
|
||
|
//rwwFIXMEFIXME: Use this? Probably doesn't really matter for MP.
|
||
|
}
|
||
|
|
||
|
ClientThink( ent->s.number, &ucmd );
|
||
|
|
||
|
trap_LinkEntity( ent );
|
||
|
|
||
|
if ( ent->client->playerTeam == NPCTEAM_ENEMY )
|
||
|
{//valid enemy spawned
|
||
|
if ( !(ent->spawnflags&SFB_CINEMATIC) && ent->NPC->behaviorState != BS_CINEMATIC )
|
||
|
{//not a cinematic enemy
|
||
|
if ( g_entities[0].client )
|
||
|
{
|
||
|
//g_entities[0].client->sess.missionStats.enemiesSpawned++;
|
||
|
//rwwFIXMEFIXME: Do something here? And this is a rather strange place to be storing
|
||
|
//this sort of data.
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
ent->waypoint = ent->NPC->homeWp = WAYPOINT_NONE;
|
||
|
|
||
|
if ( ent->m_pVehicle )
|
||
|
{//a vehicle
|
||
|
//check for droidunit
|
||
|
if ( ent->m_pVehicle->m_iDroidUnitTag != -1 )
|
||
|
{
|
||
|
char *droidNPCType = NULL;
|
||
|
gentity_t *droidEnt = NULL;
|
||
|
if ( ent->model2
|
||
|
&& ent->model2[0] )
|
||
|
{//specified on the NPC_Vehicle spawner ent
|
||
|
droidNPCType = ent->model2;
|
||
|
}
|
||
|
else if ( ent->m_pVehicle->m_pVehicleInfo->droidNPC
|
||
|
&& ent->m_pVehicle->m_pVehicleInfo->droidNPC[0] )
|
||
|
{//specified in the vehicle's .veh file
|
||
|
droidNPCType = ent->m_pVehicle->m_pVehicleInfo->droidNPC;
|
||
|
}
|
||
|
|
||
|
if ( droidNPCType != NULL )
|
||
|
{
|
||
|
if ( Q_stricmp( "random", droidNPCType ) == 0
|
||
|
|| Q_stricmp( "default", droidNPCType ) == 0 )
|
||
|
{//use default - R2D2 or R5D2
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
droidNPCType = "r2d2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
droidNPCType = "r5d2";
|
||
|
}
|
||
|
}
|
||
|
droidEnt = NPC_SpawnType( ent, droidNPCType, NULL, qfalse );
|
||
|
if ( droidEnt != NULL )
|
||
|
{
|
||
|
if ( droidEnt->client )
|
||
|
{
|
||
|
droidEnt->client->ps.m_iVehicleNum =
|
||
|
droidEnt->s.m_iVehicleNum =
|
||
|
//droidEnt->s.otherEntityNum2 =
|
||
|
droidEnt->s.owner =
|
||
|
droidEnt->r.ownerNum = ent->s.number;
|
||
|
ent->m_pVehicle->m_pDroidUnit = (bgEntity_t *)droidEnt;
|
||
|
//SP way:
|
||
|
//droidEnt->s.m_iVehicleNum = ent->s.number;
|
||
|
//droidEnt->owner = ent;
|
||
|
VectorCopy( ent->r.currentOrigin, droidEnt->s.origin );
|
||
|
VectorCopy( ent->r.currentOrigin, droidEnt->client->ps.origin );
|
||
|
G_SetOrigin( droidEnt, droidEnt->s.origin );
|
||
|
trap_LinkEntity( droidEnt );
|
||
|
VectorCopy( ent->r.currentAngles, droidEnt->s.angles );
|
||
|
G_SetAngles( droidEnt, droidEnt->s.angles );
|
||
|
if ( droidEnt->NPC )
|
||
|
{
|
||
|
droidEnt->NPC->desiredYaw = droidEnt->s.angles[YAW];
|
||
|
droidEnt->NPC->desiredPitch = droidEnt->s.angles[PITCH];
|
||
|
}
|
||
|
droidEnt->flags |= FL_UNDYING;
|
||
|
}
|
||
|
else
|
||
|
{//wtf?
|
||
|
G_FreeEntity( droidEnt );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gNPC_t *gNPCPtrs[MAX_GENTITIES];
|
||
|
|
||
|
gNPC_t *New_NPC_t(int entNum)
|
||
|
{
|
||
|
gNPC_t *ptr;
|
||
|
|
||
|
if (!gNPCPtrs[entNum])
|
||
|
{
|
||
|
gNPCPtrs[entNum] = (gNPC_t *)BG_Alloc (sizeof(gNPC_t));
|
||
|
}
|
||
|
|
||
|
ptr = gNPCPtrs[entNum];
|
||
|
|
||
|
if (ptr)
|
||
|
{
|
||
|
// clear it...
|
||
|
//
|
||
|
memset(ptr, 0, sizeof( *ptr ) );
|
||
|
}
|
||
|
|
||
|
return ptr;
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
void NPC_NPCPtrsClear(void)
|
||
|
{
|
||
|
for(int i=0; i<MAX_GENTITIES; i++) {
|
||
|
gNPCPtrs[i] = NULL;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_StasisSpawn_Go
|
||
|
-------------------------
|
||
|
*/
|
||
|
/*
|
||
|
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
|
||
|
{
|
||
|
//Setup an owner pointer if we need it
|
||
|
if VALIDSTRING( ent->ownername )
|
||
|
{
|
||
|
ent->parent = G_Find( NULL, FOFS( targetname ), ent->ownername );
|
||
|
|
||
|
if ( ( ent->parent ) && ( ent->parent->health <= 0 ) )
|
||
|
{//our spawner thing is broken
|
||
|
if ( ent->target2 && ent->target2[0] )
|
||
|
{
|
||
|
//Fire off our target2
|
||
|
G_UseTargets2( ent, ent, ent->target2 );
|
||
|
|
||
|
//Kill us
|
||
|
ent->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
ent->nextthink = level.time + 100;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Try to spawn again in one second
|
||
|
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
|
||
|
ent->nextthink = level.time + 1000;
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Test for an entity blocking the spawn
|
||
|
trace_t tr;
|
||
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, MASK_NPCSOLID );
|
||
|
|
||
|
//Can't have anything in the way
|
||
|
if ( tr.allsolid || tr.startsolid )
|
||
|
{
|
||
|
ent->nextthink = level.time + 1000;
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
*/
|
||
|
void NPC_DefaultScriptFlags( gentity_t *ent )
|
||
|
{
|
||
|
if ( !ent || !ent->NPC )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
//Set up default script flags
|
||
|
ent->NPC->scriptFlags = (SCF_CHASE_ENEMIES|SCF_LOOK_FOR_ENEMIES);
|
||
|
}
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_Spawn_Go
|
||
|
-------------------------
|
||
|
*/
|
||
|
#include "../namespace_begin.h"
|
||
|
extern void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType );
|
||
|
extern void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType );
|
||
|
extern void G_CreateWalkerNPC( Vehicle_t **pVeh, const char *strAnimalType );
|
||
|
extern void G_CreateFighterNPC( Vehicle_t **pVeh, const char *strType );
|
||
|
#include "../namespace_end.h"
|
||
|
|
||
|
gentity_t *NPC_Spawn_Do( gentity_t *ent )
|
||
|
{
|
||
|
gentity_t *newent = NULL;
|
||
|
int index;
|
||
|
vec3_t saveOrg;
|
||
|
|
||
|
/* //Do extra code for stasis spawners
|
||
|
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
|
||
|
{
|
||
|
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
|
||
|
return;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//Test for drop to floor
|
||
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
vec3_t bottom;
|
||
|
|
||
|
VectorCopy( ent->r.currentOrigin, saveOrg );
|
||
|
VectorCopy( ent->r.currentOrigin, bottom );
|
||
|
bottom[2] = MIN_WORLD_COORD;
|
||
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, bottom, ent->s.number, MASK_NPCSOLID );
|
||
|
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
|
||
|
{
|
||
|
G_SetOrigin( ent, tr.endpos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Check the spawner's count
|
||
|
if( ent->count != -1 )
|
||
|
{
|
||
|
ent->count--;
|
||
|
|
||
|
if( ent->count <= 0 )
|
||
|
{
|
||
|
ent->use = 0;//never again
|
||
|
//FIXME: why not remove me...? Because of all the string pointers? Just do G_NewStrings?
|
||
|
}
|
||
|
}
|
||
|
|
||
|
newent = G_Spawn();
|
||
|
|
||
|
if ( newent == NULL )
|
||
|
{
|
||
|
Com_Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
newent->fullName = ent->fullName;
|
||
|
|
||
|
newent->NPC = New_NPC_t(newent->s.number);
|
||
|
if ( newent->NPC == NULL )
|
||
|
{
|
||
|
Com_Printf ( S_COLOR_RED"ERROR: NPC G_Alloc NPC failed\n" );
|
||
|
goto finish;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//newent->client = (gclient_s *)G_Alloc (sizeof(gclient_s));
|
||
|
G_CreateFakeClient(newent->s.number, &newent->client);
|
||
|
|
||
|
newent->NPC->tempGoal = G_Spawn();
|
||
|
|
||
|
if ( newent->NPC->tempGoal == NULL )
|
||
|
{
|
||
|
newent->NPC = NULL;
|
||
|
goto finish;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
newent->NPC->tempGoal->classname = "NPC_goal";
|
||
|
newent->NPC->tempGoal->parent = newent;
|
||
|
newent->NPC->tempGoal->r.svFlags |= SVF_NOCLIENT;
|
||
|
|
||
|
if ( newent->client == NULL )
|
||
|
{
|
||
|
Com_Printf ( S_COLOR_RED"ERROR: NPC BG_Alloc client failed\n" );
|
||
|
goto finish;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
memset ( newent->client, 0, sizeof(*newent->client) );
|
||
|
|
||
|
//Assign the pointer for bg entity access
|
||
|
newent->playerState = &newent->client->ps;
|
||
|
|
||
|
//==NPC_Connect( newent, net_name );===================================
|
||
|
|
||
|
if ( ent->NPC_type == NULL )
|
||
|
{
|
||
|
ent->NPC_type = "random";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( ent->svFlags & SVF_NO_BASIC_SOUNDS )
|
||
|
{
|
||
|
newent->svFlags |= SVF_NO_BASIC_SOUNDS;
|
||
|
}
|
||
|
if ( ent->svFlags & SVF_NO_COMBAT_SOUNDS )
|
||
|
{
|
||
|
newent->svFlags |= SVF_NO_COMBAT_SOUNDS;
|
||
|
}
|
||
|
if ( ent->svFlags & SVF_NO_EXTRA_SOUNDS )
|
||
|
{
|
||
|
newent->svFlags |= SVF_NO_EXTRA_SOUNDS;
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: Use all these flags?
|
||
|
|
||
|
if ( ent->message )
|
||
|
{//has a key
|
||
|
newent->message = ent->message;//transfer the key name
|
||
|
newent->flags |= FL_NO_KNOCKBACK;//don't fall off ledges
|
||
|
}
|
||
|
|
||
|
// If this is a vehicle we need to see what kind it is so we properlly allocate it.
|
||
|
if ( Q_stricmp( ent->classname, "NPC_Vehicle" ) == 0 )
|
||
|
{
|
||
|
// Get the vehicle entry index.
|
||
|
int iVehIndex = BG_VehicleGetIndex( ent->NPC_type );
|
||
|
|
||
|
if ( iVehIndex == VEHICLE_NONE )
|
||
|
{
|
||
|
G_FreeEntity( newent );
|
||
|
//get rid of the spawner, too, I guess
|
||
|
G_FreeEntity( ent );
|
||
|
return NULL;
|
||
|
}
|
||
|
// NOTE: If you change/add any of these, update NPC_Spawn_f for the new vehicle you
|
||
|
// want to be able to spawn in manually.
|
||
|
|
||
|
// See what kind of vehicle this is and allocate it properly.
|
||
|
switch( g_vehicleInfo[iVehIndex].type )
|
||
|
{
|
||
|
case VH_ANIMAL:
|
||
|
// Create the animal (making sure all it's data is initialized).
|
||
|
G_CreateAnimalNPC( &newent->m_pVehicle, ent->NPC_type );
|
||
|
break;
|
||
|
case VH_SPEEDER:
|
||
|
// Create the speeder (making sure all it's data is initialized).
|
||
|
G_CreateSpeederNPC( &newent->m_pVehicle, ent->NPC_type );
|
||
|
break;
|
||
|
case VH_FIGHTER:
|
||
|
// Create the fighter (making sure all it's data is initialized).
|
||
|
G_CreateFighterNPC( &newent->m_pVehicle, ent->NPC_type );
|
||
|
break;
|
||
|
case VH_WALKER:
|
||
|
// Create the walker (making sure all it's data is initialized).
|
||
|
G_CreateWalkerNPC( &newent->m_pVehicle, ent->NPC_type );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Com_Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
|
||
|
G_FreeEntity( newent );
|
||
|
//get rid of the spawner, too, I guess
|
||
|
G_FreeEntity( ent );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
assert(newent->m_pVehicle &&
|
||
|
newent->m_pVehicle->m_pVehicleInfo &&
|
||
|
newent->m_pVehicle->m_pVehicleInfo->Initialize);
|
||
|
|
||
|
//set up my happy prediction hack
|
||
|
newent->m_pVehicle->m_vOrientation = &newent->client->ps.vehOrientation[0];
|
||
|
|
||
|
// Setup the vehicle.
|
||
|
newent->m_pVehicle->m_pParentEntity = (bgEntity_t *)newent;
|
||
|
newent->m_pVehicle->m_pVehicleInfo->Initialize( newent->m_pVehicle );
|
||
|
|
||
|
//cache all the assets
|
||
|
newent->m_pVehicle->m_pVehicleInfo->RegisterAssets( newent->m_pVehicle );
|
||
|
//set the class
|
||
|
newent->client->NPC_class = CLASS_VEHICLE;
|
||
|
if ( g_vehicleInfo[iVehIndex].type == VH_FIGHTER )
|
||
|
{//FIXME: EXTERN!!!
|
||
|
newent->flags |= (FL_NO_KNOCKBACK|FL_SHIELDED|FL_DMG_BY_HEAVY_WEAP_ONLY);//don't get pushed around, blasters bounce off, only damage from heavy weaps
|
||
|
}
|
||
|
//WTF?!!! Ships spawning in pointing straight down!
|
||
|
//set them up to start landed
|
||
|
newent->m_pVehicle->m_vOrientation[YAW] = ent->s.angles[YAW];
|
||
|
newent->m_pVehicle->m_vOrientation[PITCH] = newent->m_pVehicle->m_vOrientation[ROLL] = 0.0f;
|
||
|
G_SetAngles( newent, newent->m_pVehicle->m_vOrientation );
|
||
|
SetClientViewAngle( newent, newent->m_pVehicle->m_vOrientation );
|
||
|
|
||
|
//newent->m_pVehicle->m_ulFlags |= VEH_GEARSOPEN;
|
||
|
//why? this would just make it so the initial anim never got played... -rww
|
||
|
//There was no initial anim, it would just open the gear even though it's already on the ground (fixed now, made an initial anim)
|
||
|
|
||
|
//For SUSPEND spawnflag, the amount of time to drop like a rock after SUSPEND turns off
|
||
|
newent->fly_sound_debounce_time = ent->fly_sound_debounce_time;
|
||
|
|
||
|
//for no-pilot-death delay
|
||
|
newent->damage = ent->damage;
|
||
|
|
||
|
//no-pilot-death distance
|
||
|
newent->speed = ent->speed;
|
||
|
|
||
|
//for veh transfer all healy stuff
|
||
|
newent->healingclass = ent->healingclass;
|
||
|
newent->healingsound = ent->healingsound;
|
||
|
newent->healingrate = ent->healingrate;
|
||
|
newent->model2 = ent->model2;//for droidNPC
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newent->client->ps.weapon = WP_NONE;//init for later check in NPC_Begin
|
||
|
}
|
||
|
|
||
|
VectorCopy(ent->s.origin, newent->s.origin);
|
||
|
VectorCopy(ent->s.origin, newent->client->ps.origin);
|
||
|
VectorCopy(ent->s.origin, newent->r.currentOrigin);
|
||
|
G_SetOrigin(newent, ent->s.origin);//just to be sure!
|
||
|
//NOTE: on vehicles, anything in the .npc file will STOMP data on the NPC that's set by the vehicle
|
||
|
if ( !NPC_ParseParms( ent->NPC_type, newent ) )
|
||
|
{
|
||
|
Com_Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
|
||
|
G_FreeEntity( newent );
|
||
|
//get rid of the spawner, too, I guess
|
||
|
G_FreeEntity( ent );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( ent->NPC_type )
|
||
|
{
|
||
|
if ( !Q_stricmp( ent->NPC_type, "kyle" ) )
|
||
|
{//FIXME: "player", not Kyle? Or check NPC_type against player's NPC_type?
|
||
|
newent->NPC->aiFlags |= NPCAI_MATCHPLAYERWEAPON;
|
||
|
}
|
||
|
else if ( !Q_stricmp( ent->NPC_type, "test" ) )
|
||
|
{
|
||
|
int n;
|
||
|
for ( n = 0; n < 1 ; n++)
|
||
|
{
|
||
|
if ( g_entities[n].s.eType != ET_NPC && g_entities[n].client)
|
||
|
{
|
||
|
VectorCopy(g_entities[n].s.origin, newent->s.origin);
|
||
|
newent->client->playerTeam = newent->s.teamowner = g_entities[n].client->playerTeam;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
newent->NPC->defaultBehavior = newent->NPC->behaviorState = BS_WAIT;
|
||
|
newent->classname = "NPC";
|
||
|
// newent->svFlags |= SVF_NOPUSH;
|
||
|
}
|
||
|
}
|
||
|
//=====================================================================
|
||
|
//set the info we want
|
||
|
if ( !newent->health )
|
||
|
{
|
||
|
newent->health = ent->health;
|
||
|
}
|
||
|
newent->script_targetname = ent->NPC_targetname;
|
||
|
newent->targetname = ent->NPC_targetname;
|
||
|
newent->target = ent->NPC_target;//death
|
||
|
newent->target2 = ent->target2;//knocked out death
|
||
|
newent->target3 = ent->target3;//???
|
||
|
newent->target4 = ent->target4;//ffire death
|
||
|
newent->wait = ent->wait;
|
||
|
|
||
|
for( index = BSET_FIRST; index < NUM_BSETS; index++)
|
||
|
{
|
||
|
if ( ent->behaviorSet[index] )
|
||
|
{
|
||
|
newent->behaviorSet[index] = ent->behaviorSet[index];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
newent->classname = "NPC";
|
||
|
newent->NPC_type = ent->NPC_type;
|
||
|
trap_UnlinkEntity(newent);
|
||
|
|
||
|
VectorCopy(ent->s.angles, newent->s.angles);
|
||
|
VectorCopy(ent->s.angles, newent->r.currentAngles);
|
||
|
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
|
||
|
newent->NPC->desiredYaw =ent->s.angles[YAW];
|
||
|
|
||
|
trap_LinkEntity(newent);
|
||
|
newent->spawnflags = ent->spawnflags;
|
||
|
|
||
|
if(ent->paintarget)
|
||
|
{ //safe to point at owner's string since memory is never freed during game
|
||
|
newent->paintarget = ent->paintarget;
|
||
|
}
|
||
|
if(ent->opentarget)
|
||
|
{
|
||
|
newent->opentarget = ent->opentarget;
|
||
|
}
|
||
|
|
||
|
//==New stuff=====================================================================
|
||
|
newent->s.eType = ET_NPC;//ET_PLAYER;
|
||
|
|
||
|
//FIXME: Call CopyParms
|
||
|
if ( ent->parms )
|
||
|
{
|
||
|
int parmNum;
|
||
|
|
||
|
for ( parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
|
||
|
{
|
||
|
if ( ent->parms->parm[parmNum] && ent->parms->parm[parmNum][0] )
|
||
|
{
|
||
|
Q3_SetParm( newent->s.number, parmNum, ent->parms->parm[parmNum] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//FIXME: copy cameraGroup, store mine in message or other string field
|
||
|
|
||
|
//set origin
|
||
|
newent->s.pos.trType = TR_INTERPOLATE;
|
||
|
newent->s.pos.trTime = level.time;
|
||
|
VectorCopy( newent->r.currentOrigin, newent->s.pos.trBase );
|
||
|
VectorClear( newent->s.pos.trDelta );
|
||
|
newent->s.pos.trDuration = 0;
|
||
|
//set angles
|
||
|
newent->s.apos.trType = TR_INTERPOLATE;
|
||
|
newent->s.apos.trTime = level.time;
|
||
|
//VectorCopy( newent->r.currentOrigin, newent->s.apos.trBase );
|
||
|
//Why was the origin being used as angles? Typo I'm assuming -rww
|
||
|
VectorCopy( newent->s.angles, newent->s.apos.trBase );
|
||
|
|
||
|
VectorClear( newent->s.apos.trDelta );
|
||
|
newent->s.apos.trDuration = 0;
|
||
|
|
||
|
newent->NPC->combatPoint = -1;
|
||
|
|
||
|
newent->flags |= FL_NOTARGET;//So he's ignored until he's fully spawned
|
||
|
newent->s.eFlags |= EF_NODRAW;//So he's ignored until he's fully spawned
|
||
|
|
||
|
newent->think = NPC_Begin;
|
||
|
newent->nextthink = level.time + FRAMETIME;
|
||
|
NPC_DefaultScriptFlags( newent );
|
||
|
|
||
|
//copy over team variables, too
|
||
|
newent->s.shouldtarget = ent->s.shouldtarget;
|
||
|
newent->s.teamowner = ent->s.teamowner;
|
||
|
newent->alliedTeam = ent->alliedTeam;
|
||
|
newent->teamnodmg = ent->teamnodmg;
|
||
|
if ( ent->team && ent->team[0] )
|
||
|
{//specified team directly?
|
||
|
newent->client->sess.sessionTeam = atoi(ent->team);
|
||
|
}
|
||
|
else if ( newent->s.teamowner != TEAM_FREE )
|
||
|
{
|
||
|
newent->client->sess.sessionTeam = newent->s.teamowner;
|
||
|
}
|
||
|
else if ( newent->alliedTeam != TEAM_FREE )
|
||
|
{
|
||
|
newent->client->sess.sessionTeam = newent->alliedTeam;
|
||
|
}
|
||
|
else if ( newent->teamnodmg != TEAM_FREE )
|
||
|
{
|
||
|
newent->client->sess.sessionTeam = newent->teamnodmg;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newent->client->sess.sessionTeam = TEAM_FREE;
|
||
|
}
|
||
|
newent->client->ps.persistant[PERS_TEAM] = newent->client->sess.sessionTeam;
|
||
|
|
||
|
trap_LinkEntity (newent);
|
||
|
|
||
|
if(!ent->use)
|
||
|
{
|
||
|
if( ent->target )
|
||
|
{//use any target we're pointed at
|
||
|
G_UseTargets ( ent, ent );
|
||
|
}
|
||
|
if(ent->closetarget)
|
||
|
{//last guy should fire this target when he dies
|
||
|
newent->target = ent->closetarget;
|
||
|
}
|
||
|
ent->targetname = NULL;
|
||
|
//why not remove me...? Because of all the string pointers? Just do G_NewStrings?
|
||
|
G_FreeEntity( ent );//bye!
|
||
|
}
|
||
|
|
||
|
finish:
|
||
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
||
|
{
|
||
|
G_SetOrigin( ent, saveOrg );
|
||
|
}
|
||
|
|
||
|
return newent;
|
||
|
}
|
||
|
|
||
|
void NPC_Spawn_Go(gentity_t *ent)
|
||
|
{
|
||
|
NPC_Spawn_Do(ent);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_StasisSpawnEffect
|
||
|
-------------------------
|
||
|
*/
|
||
|
/*
|
||
|
void NPC_StasisSpawnEffect( gentity_t *ent )
|
||
|
{
|
||
|
vec3_t start, end, forward;
|
||
|
qboolean taper;
|
||
|
|
||
|
//Floor or wall?
|
||
|
if ( ent->spawnflags & 1 )
|
||
|
{
|
||
|
AngleVectors( ent->s.angles, forward, NULL, NULL );
|
||
|
VectorMA( ent->r.currentOrigin, 24, forward, end );
|
||
|
VectorMA( ent->r.currentOrigin, -20, forward, start );
|
||
|
|
||
|
start[2] += 64;
|
||
|
|
||
|
taper = qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( ent->r.currentOrigin, start );
|
||
|
VectorCopy( start, end );
|
||
|
end[2] += 48;
|
||
|
taper = qfalse;
|
||
|
}
|
||
|
|
||
|
//Add the effect
|
||
|
// CG_ShimmeryThing_Spawner( start, end, 32, qtrue, 1000 );
|
||
|
}
|
||
|
*/
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_ShySpawn
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
#define SHY_THINK_TIME 1000
|
||
|
#define SHY_SPAWN_DISTANCE 128
|
||
|
#define SHY_SPAWN_DISTANCE_SQR ( SHY_SPAWN_DISTANCE * SHY_SPAWN_DISTANCE )
|
||
|
|
||
|
void NPC_ShySpawn( gentity_t *ent )
|
||
|
{
|
||
|
ent->nextthink = level.time + SHY_THINK_TIME;
|
||
|
ent->think = NPC_ShySpawn;
|
||
|
|
||
|
//rwwFIXMEFIXME: Care about other clients not just 0?
|
||
|
if ( DistanceSquared( g_entities[0].r.currentOrigin, ent->r.currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
|
||
|
return;
|
||
|
|
||
|
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
|
||
|
if ( (NPC_ClearLOS2( &g_entities[0], ent->r.currentOrigin )) )
|
||
|
return;
|
||
|
|
||
|
ent->think = 0;
|
||
|
ent->nextthink = 0;
|
||
|
|
||
|
NPC_Spawn_Go( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_Spawn
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
void NPC_Spawn ( gentity_t *ent, gentity_t *other, gentity_t *activator )
|
||
|
{
|
||
|
//delay before spawning NPC
|
||
|
if( ent->delay )
|
||
|
{
|
||
|
/* //Stasis does an extra step
|
||
|
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
|
||
|
{
|
||
|
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
|
||
|
return;
|
||
|
}
|
||
|
*/
|
||
|
if ( ent->spawnflags & 2048 ) // SHY
|
||
|
{
|
||
|
ent->think = NPC_ShySpawn;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->think = NPC_Spawn_Go;
|
||
|
}
|
||
|
|
||
|
ent->nextthink = level.time + ent->delay;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ent->spawnflags & 2048 ) // SHY
|
||
|
{
|
||
|
NPC_ShySpawn( ent );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NPC_Spawn_Do( ent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
NPC_type - name of NPC (in npcs.cfg) to spawn in
|
||
|
|
||
|
targetname - name this NPC goes by for targetting
|
||
|
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
|
||
|
target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken
|
||
|
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them)
|
||
|
|
||
|
If targeted, will only spawn a NPC when triggered
|
||
|
count - how many NPCs to spawn (only if targetted) default = 1
|
||
|
delay - how long to wait to spawn after used
|
||
|
wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2)
|
||
|
|
||
|
NPC_targetname - NPC's targetname AND script_targetname
|
||
|
NPC_target - NPC's target to fire when killed
|
||
|
NPC_target2 - NPC's target to fire when knocked out
|
||
|
NPC_target4 - NPC's target to fire when killed by friendly fire
|
||
|
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
|
||
|
health - starting health (default = 100)
|
||
|
|
||
|
spawnscript - default script to run once spawned (none by default)
|
||
|
usescript - default script to run when used (none by default)
|
||
|
awakescript - default script to run once awoken (none by default)
|
||
|
angerscript - default script to run once angered (none by default)
|
||
|
painscript - default script to run when hit (none by default)
|
||
|
fleescript - default script to run when hit and below 50% health (none by default)
|
||
|
deathscript - default script to run when killed (none by default)
|
||
|
These strings can be used to activate behaviors instead of scripts - these are checked
|
||
|
first and so no scripts should be names with these names:
|
||
|
default - 0: whatever
|
||
|
idle - 1: Stand around, do abolutely nothing
|
||
|
roam - 2: Roam around, collect stuff
|
||
|
walk - 3: Crouch-Walk toward their goals
|
||
|
run - 4: Run toward their goals
|
||
|
standshoot - 5: Stay in one spot and shoot- duck when neccesary
|
||
|
standguard - 6: Wait around for an enemy
|
||
|
patrol - 7: Follow a path, looking for enemies
|
||
|
huntkill - 8: Track down enemies and kill them
|
||
|
evade - 9: Run from enemies
|
||
|
evadeshoot - 10: Run from enemies, shoot them if they hit you
|
||
|
runshoot - 11: Run to your goal and shoot enemy when possible
|
||
|
defend - 12: Defend an entity or spot?
|
||
|
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
|
||
|
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
|
||
|
medic - 15: Go for lowest health buddy, hide and heal him.
|
||
|
takecover - 16: Find nearest cover from enemies
|
||
|
getammo - 17: Go get some ammo
|
||
|
advancefight - 18: Go somewhere and fight along the way
|
||
|
face - 19: turn until facing desired angles
|
||
|
wait - 20: do nothing
|
||
|
formation - 21: Maintain a formation
|
||
|
crouch - 22: Crouch-walk toward their goals
|
||
|
|
||
|
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
|
||
|
|
||
|
showhealth - set to 1 to show health bar on this entity when crosshair is over it
|
||
|
|
||
|
teamowner - crosshair shows green for this team, red for opposite team
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
|
||
|
teamuser - only this team can use this NPC
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
|
||
|
teamnodmg - team that NPC does not take damage from (turrets and other auto-defenses that have "alliedTeam" set to this team won't target this NPC)
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
*/
|
||
|
//void NPC_PrecacheModels ( char *NPCName );
|
||
|
extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
|
||
|
void NPC_Precache ( gentity_t *spawner );
|
||
|
void NPC_PrecacheType( char *NPC_type )
|
||
|
{
|
||
|
gentity_t *fakespawner = G_Spawn();
|
||
|
if ( fakespawner )
|
||
|
{
|
||
|
fakespawner->NPC_type = NPC_type;
|
||
|
NPC_Precache( fakespawner );
|
||
|
//NOTE: does the spawner have to stay around to send any precached info to the clients...?
|
||
|
G_FreeEntity( fakespawner );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_NPC_spawner( gentity_t *self)
|
||
|
{
|
||
|
int t;
|
||
|
|
||
|
if (!g_allowNPC.integer)
|
||
|
{
|
||
|
self->think = G_FreeEntity;
|
||
|
self->nextthink = level.time;
|
||
|
return;
|
||
|
}
|
||
|
if ( !self->fullName || !self->fullName[0] )
|
||
|
{
|
||
|
//FIXME: make an index into an external string table for localization
|
||
|
self->fullName = "Humanoid Lifeform";
|
||
|
}
|
||
|
|
||
|
//register/precache the models needed for this NPC, not anymore
|
||
|
//self->classname = "NPC_spawner";
|
||
|
|
||
|
if(!self->count)
|
||
|
{
|
||
|
self->count = 1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
{//Stop loading of certain extra sounds
|
||
|
static int garbage;
|
||
|
|
||
|
if ( G_SpawnInt( "noBasicSounds", "0", &garbage ) )
|
||
|
{
|
||
|
self->svFlags |= SVF_NO_BASIC_SOUNDS;
|
||
|
}
|
||
|
if ( G_SpawnInt( "noCombatSounds", "0", &garbage ) )
|
||
|
{
|
||
|
self->svFlags |= SVF_NO_COMBAT_SOUNDS;
|
||
|
}
|
||
|
if ( G_SpawnInt( "noExtraSounds", "0", &garbage ) )
|
||
|
{
|
||
|
self->svFlags |= SVF_NO_EXTRA_SOUNDS;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: Use these flags?
|
||
|
|
||
|
if ( !self->wait )
|
||
|
{
|
||
|
self->wait = 500;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
|
||
|
}
|
||
|
|
||
|
self->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
|
||
|
|
||
|
G_SpawnInt( "showhealth", "0", &t );
|
||
|
if (t)
|
||
|
{
|
||
|
self->s.shouldtarget = qtrue;
|
||
|
}
|
||
|
/*
|
||
|
if ( self->delay > 0 )
|
||
|
{
|
||
|
self->svFlags |= SVF_NPC_PRECACHE;
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: support for this flag?
|
||
|
|
||
|
//We have to load the animation.cfg now because spawnscripts are going to want to set anims and we need to know their length and if they're valid
|
||
|
NPC_PrecacheAnimationCFG( self->NPC_type );
|
||
|
|
||
|
//rww - can't cheat and do this on the client like in SP, so I'm doing this.
|
||
|
NPC_Precache(self);
|
||
|
|
||
|
if ( self->targetname )
|
||
|
{//Wait for triggering
|
||
|
self->use = NPC_Spawn;
|
||
|
// self->svFlags |= SVF_NPC_PRECACHE;//FIXME: precache my weapons somehow?
|
||
|
|
||
|
//NPC_PrecacheModels( self->NPC_type );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//NOTE: auto-spawners never check for shy spawning
|
||
|
//if ( spawning )
|
||
|
if (1) //just gonna always do this I suppose.
|
||
|
{//in entity spawn stage - map starting up
|
||
|
self->think = NPC_Spawn_Go;
|
||
|
self->nextthink = level.time + START_TIME_REMOVE_ENTS + 50;
|
||
|
}
|
||
|
else
|
||
|
{//else spawn right now
|
||
|
NPC_Spawn( self, self, self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//FIXME: store cameraGroup somewhere else and apply to spawned NPCs' cameraGroup
|
||
|
//Or just don't include NPC_spawners in cameraGroupings
|
||
|
}
|
||
|
|
||
|
extern void G_VehicleSpawn( gentity_t *self );
|
||
|
/*QUAKED NPC_Vehicle (1 0 0) (-16 -16 -24) (16 16 32) NO_PILOT_DIE SUSPENDED x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
NO_PILOT_DIE - die after certain amount of time of not having a pilot
|
||
|
SUSPENDED - Fighters: Don't drop until someone gets in it (this only works as long as no-nw has *ever* ridden the vehicle, to simulate ships that are suspended-docked) - note: ships inside trigger_spaces do not drop when unoccupied
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
set NPC_type to vehicle name in vehicles.dat
|
||
|
|
||
|
"dropTime" use with SUSPENDED - if set, the vehicle will drop straight down for this number of seconds before flying forward
|
||
|
"dmg" use with NO_PILOT_DIE - delay in milliseconds for ship to explode if no pilot (default 10000)
|
||
|
"speed" use with NO_PILOT_DIE - distance for pilot to get away from ship after dismounting before it starts counting down the death timer
|
||
|
"model2" - if the vehicle can have a droid (has "*droidunit" tag), this NPC will be spawned and placed there - note: game will automatically use the one specified in the .veh file (if any) or, absent that, it will use an R2D2 or R5D2 NPC)
|
||
|
|
||
|
showhealth - set to 1 to show health bar on this entity when crosshair is over it
|
||
|
|
||
|
teamowner - crosshair shows green for this team, red for opposite team
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
|
||
|
teamuser - only this team can use this NPC
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
|
||
|
teamnodmg - team that NPC does not take damage from (turrets and other auto-defenses that have "alliedTeam" set to this team won't target this NPC)
|
||
|
0 - none
|
||
|
1 - red
|
||
|
2 - blue
|
||
|
*/
|
||
|
qboolean NPC_VehiclePrecache( gentity_t *spawner )
|
||
|
{
|
||
|
char *droidNPCType = NULL;
|
||
|
//This will precache the vehicle
|
||
|
vehicleInfo_t *pVehInfo;
|
||
|
int iVehIndex = BG_VehicleGetIndex( spawner->NPC_type );
|
||
|
if ( iVehIndex == VEHICLE_NONE )
|
||
|
{//fixme: error msg?
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
G_ModelIndex(va("$%s", spawner->NPC_type)); //make sure the thing is frickin precached
|
||
|
//now cache his model/skin/anim config
|
||
|
pVehInfo = &g_vehicleInfo[iVehIndex];
|
||
|
if (pVehInfo->model && pVehInfo->model[0])
|
||
|
{
|
||
|
void *tempG2 = NULL;
|
||
|
int skin = 0;
|
||
|
if (pVehInfo->skin && pVehInfo->skin[0])
|
||
|
{
|
||
|
skin = trap_R_RegisterSkin(va("models/players/%s/model_%s.skin", pVehInfo->model, pVehInfo->skin));
|
||
|
}
|
||
|
trap_G2API_InitGhoul2Model(&tempG2, va("models/players/%s/model.glm", pVehInfo->model), 0, skin, 0, 0, 0);
|
||
|
if (tempG2)
|
||
|
{ //now, cache the anim config.
|
||
|
char GLAName[1024];
|
||
|
|
||
|
GLAName[0] = 0;
|
||
|
trap_G2API_GetGLAName(tempG2, 0, GLAName);
|
||
|
|
||
|
if (GLAName[0])
|
||
|
{
|
||
|
char *slash = Q_strrchr( GLAName, '/' );
|
||
|
if ( slash )
|
||
|
{
|
||
|
strcpy(slash, "/animation.cfg");
|
||
|
|
||
|
BG_ParseAnimationFile(GLAName, NULL, qfalse);
|
||
|
}
|
||
|
}
|
||
|
trap_G2API_CleanGhoul2Models(&tempG2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//also precache the droid NPC if there is one
|
||
|
if ( spawner->model2
|
||
|
&& spawner->model2[0] )
|
||
|
{
|
||
|
droidNPCType = spawner->model2;
|
||
|
}
|
||
|
else if ( g_vehicleInfo[iVehIndex].droidNPC
|
||
|
&& g_vehicleInfo[iVehIndex].droidNPC[0] )
|
||
|
{
|
||
|
droidNPCType = g_vehicleInfo[iVehIndex].droidNPC;
|
||
|
}
|
||
|
|
||
|
if ( droidNPCType )
|
||
|
{
|
||
|
if ( Q_stricmp( "random", droidNPCType ) == 0
|
||
|
|| Q_stricmp( "default", droidNPCType ) == 0 )
|
||
|
{//precache both r2 and r5, as defaults
|
||
|
NPC_PrecacheType( "r2d2" );
|
||
|
NPC_PrecacheType( "r5d2" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NPC_PrecacheType( droidNPCType );
|
||
|
}
|
||
|
}
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
void NPC_VehicleSpawnUse( gentity_t *self, gentity_t *other, gentity_t *activator )
|
||
|
{
|
||
|
if ( self->delay )
|
||
|
{
|
||
|
self->think = G_VehicleSpawn;
|
||
|
self->nextthink = level.time + self->delay;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_VehicleSpawn( self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_NPC_Vehicle( gentity_t *self)
|
||
|
{
|
||
|
float dropTime;
|
||
|
int t;
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
self->NPC_type = "swoop";
|
||
|
}
|
||
|
|
||
|
if ( !self->classname )
|
||
|
{
|
||
|
self->classname = "NPC_Vehicle";
|
||
|
}
|
||
|
|
||
|
if ( !self->wait )
|
||
|
{
|
||
|
self->wait = 500;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
|
||
|
}
|
||
|
self->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
|
||
|
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
G_SetAngles( self, self->s.angles );
|
||
|
G_SpawnFloat( "dropTime", "0", &dropTime );
|
||
|
if ( dropTime )
|
||
|
{
|
||
|
self->fly_sound_debounce_time = ceil(dropTime*1000.0);
|
||
|
}
|
||
|
|
||
|
G_SpawnInt( "showhealth", "0", &t );
|
||
|
if (t)
|
||
|
{
|
||
|
self->s.shouldtarget = qtrue;
|
||
|
}
|
||
|
//FIXME: PRECACHE!!!
|
||
|
|
||
|
if ( self->targetname )
|
||
|
{
|
||
|
if ( !NPC_VehiclePrecache( self ) )
|
||
|
{//FIXME: err msg?
|
||
|
G_FreeEntity( self );
|
||
|
return;
|
||
|
}
|
||
|
self->use = NPC_VehicleSpawnUse;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self->delay )
|
||
|
{
|
||
|
if ( !NPC_VehiclePrecache( self ) )
|
||
|
{//FIXME: err msg?
|
||
|
G_FreeEntity( self );
|
||
|
return;
|
||
|
}
|
||
|
self->think = G_VehicleSpawn;
|
||
|
self->nextthink = level.time + self->delay;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_VehicleSpawn( self );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Characters
|
||
|
|
||
|
//STAR WARS NPCs============================================================================
|
||
|
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 32) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
targetname - name this NPC goes by for targetting
|
||
|
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
|
||
|
|
||
|
If targeted, will only spawn a NPC when triggered
|
||
|
count - how many NPCs to spawn (only if targetted) default = 1
|
||
|
|
||
|
NPC_type - the name of the NPC (from NPCs.cfg or a from .npc file)
|
||
|
|
||
|
NPC_targetname - NPC's targetname AND script_targetname
|
||
|
NPC_target - NPC's target to fire when killed
|
||
|
health - starting health (default = 100)
|
||
|
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
|
||
|
TEAM_FREE (none) = 0
|
||
|
TEAM_RED = 1
|
||
|
TEAM_BLUE = 2
|
||
|
TEAM_GOLD = 3
|
||
|
TEAM_GREEN = 4
|
||
|
TEAM_STARFLEET = 5
|
||
|
TEAM_BORG = 6
|
||
|
TEAM_SCAVENGERS = 7
|
||
|
TEAM_STASIS = 8
|
||
|
TEAM_NPCS = 9
|
||
|
TEAM_HARVESTER, = 10
|
||
|
TEAM_FORGE = 11
|
||
|
enemyTeam - Who to shoot (all but own if not set)
|
||
|
|
||
|
spawnscript - default script to run once spawned (none by default)
|
||
|
usescript - default script to run when used (none by default)
|
||
|
awakescript - default script to run once awoken (none by default)
|
||
|
angerscript - default script to run once angered (none by default)
|
||
|
painscript - default script to run when hit (none by default)
|
||
|
fleescript - default script to run when hit and below 50% health (none by default)
|
||
|
deathscript - default script to run when killed (none by default)
|
||
|
|
||
|
These strings can be used to activate behaviors instead of scripts - these are checked
|
||
|
first and so no scripts should be names with these names:
|
||
|
default - 0: whatever
|
||
|
idle - 1: Stand around, do abolutely nothing
|
||
|
roam - 2: Roam around, collect stuff
|
||
|
walk - 3: Crouch-Walk toward their goals
|
||
|
run - 4: Run toward their goals
|
||
|
standshoot - 5: Stay in one spot and shoot- duck when neccesary
|
||
|
standguard - 6: Wait around for an enemy
|
||
|
patrol - 7: Follow a path, looking for enemies
|
||
|
huntkill - 8: Track down enemies and kill them
|
||
|
evade - 9: Run from enemies
|
||
|
evadeshoot - 10: Run from enemies, shoot them if they hit you
|
||
|
runshoot - 11: Run to your goal and shoot enemy when possible
|
||
|
defend - 12: Defend an entity or spot?
|
||
|
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
|
||
|
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
|
||
|
medic - 15: Go for lowest health buddy, hide and heal him.
|
||
|
takecover - 16: Find nearest cover from enemies
|
||
|
getammo - 17: Go get some ammo
|
||
|
advancefight - 18: Go somewhere and fight along the way
|
||
|
face - 19: turn until facing desired angles
|
||
|
wait - 20: do nothing
|
||
|
formation - 21: Maintain a formation
|
||
|
crouch - 22: Crouch-walk toward their goals
|
||
|
|
||
|
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
|
||
|
*/
|
||
|
|
||
|
//=============================================================================================
|
||
|
//CHARACTERS
|
||
|
//=============================================================================================
|
||
|
|
||
|
/*QUAKED NPC_Kyle (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Kyle( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Kyle";
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_KYLE );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Lando(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Lando( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Lando";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Jan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Jan( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Jan";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Luke(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Luke( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Luke";
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_LUKE );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_MonMothma(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_MonMothma( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "MonMothma";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Tavion (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Tavion( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Tavion";
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_TAVION );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Tavion_New (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
Has a red lightsaber and force powers, uses her saber style from JK2
|
||
|
|
||
|
SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses dual saber style and occasionally attacks with Scepter
|
||
|
SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong style
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Tavion_New( gentity_t *self)
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "tavion_scepter";
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
self->NPC_type = "tavion_sith_sword";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "tavion_new";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Alora (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
Lightsaber and level 2 force powers, 300 health
|
||
|
|
||
|
DUAL - Dual sabers and level 3 force powers, 500 health
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Alora( gentity_t *self)
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "alora_dual";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "alora";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Reborn_New(1 0 0) (-16 -16 -24) (16 16 40) DUAL STAFF WEAK x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-length red saber, 200 health.
|
||
|
|
||
|
DUAL - Use 2 shorter sabers
|
||
|
STAFF - Uses a saber staff
|
||
|
WEAK - Is a bit less tough
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Reborn_New( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&4) )
|
||
|
{//weaker guys
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "reborn_dual2";
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
self->NPC_type = "reborn_staff2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "reborn_new2";
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "reborn_dual";
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
self->NPC_type = "reborn_staff";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "reborn_new";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Cultist_Saber(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
Uses a saber and no force powers. 100 health.
|
||
|
|
||
|
default fencer uses fast style - weak, but can attack rapidly. Good defense.
|
||
|
|
||
|
MED - Uses medium style - average speed and attack strength, average defense.
|
||
|
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
|
||
|
ALL - Knows all 3 styles, switches between them, good defense.
|
||
|
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Cultist_Saber( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_med_throw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_med";
|
||
|
}
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_strong_throw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_strong";
|
||
|
}
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_all_throw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_all";
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_throw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Cultist_Saber_Powers(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
Uses a saber and has a couple low-level powers. 150 health.
|
||
|
|
||
|
default fencer uses fast style - weak, but can attack rapidly. Good defense.
|
||
|
|
||
|
MED - Uses medium style - average speed and attack strength, average defense.
|
||
|
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
|
||
|
ALL - Knows all 3 styles, switches between them, good defense.
|
||
|
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Cultist_Saber_Powers( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_med_throw2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_med2";
|
||
|
}
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_strong_throw2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_strong2";
|
||
|
}
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_all_throw2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_all2";
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber_throw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist_saber2";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Cultist(1 0 0) (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Cultist uses a blaster and force powers. 40 health.
|
||
|
|
||
|
SABER - Uses a saber and no force powers
|
||
|
GRIP - Uses no weapon and grip, push and pull
|
||
|
LIGHTNING - Uses no weapon and lightning and push
|
||
|
DRAIN - Uses no weapons and drain and push
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Cultist( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = NULL;
|
||
|
self->spawnflags = 0;//fast, no throw
|
||
|
switch ( Q_irand( 0, 2 ) )
|
||
|
{
|
||
|
case 0://medium
|
||
|
self->spawnflags |= 1;
|
||
|
break;
|
||
|
case 1://strong
|
||
|
self->spawnflags |= 2;
|
||
|
break;
|
||
|
case 2://all
|
||
|
self->spawnflags |= 4;
|
||
|
break;
|
||
|
}
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{//throw
|
||
|
self->spawnflags |= 8;
|
||
|
}
|
||
|
SP_NPC_Cultist_Saber( self );
|
||
|
return;
|
||
|
}
|
||
|
else if ( (self->spawnflags&2) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_grip";
|
||
|
}
|
||
|
else if ( (self->spawnflags&4) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_lightning";
|
||
|
}
|
||
|
else if ( (self->spawnflags&8) )
|
||
|
{
|
||
|
self->NPC_type = "cultist_drain";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "cultist";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Cultist_Commando(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Cultist uses dual blaster pistols and force powers. 40 health.
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Cultist_Commando( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
self->NPC_type = "cultistcommando";
|
||
|
}
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
/*QUAKED NPC_Cultist_Destroyer(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Cultist has no weapons, runs up to you chanting & building up a Force Destruction blast - when gets to you, screams & explodes
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Cultist_Destroyer( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "cultist";//"cultist_explode";
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Reelo(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Reelo( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Reelo";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
MECH - will be the armored Galak
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Galak( gentity_t *self)
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "Galak_Mech";
|
||
|
NPC_GalakMech_Precache();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Galak";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Desann(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Desann( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Desann";
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_DESANN );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Bartender(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Bartender( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Bartender";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_MorganKatarn(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_MorganKatarn( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "MorganKatarn";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
//=============================================================================================
|
||
|
//ALLIES
|
||
|
//=============================================================================================
|
||
|
|
||
|
/*QUAKED NPC_Jedi(1 0 0) (-16 -16 -24) (16 16 40) TRAINER x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
TRAINER - Special Jedi- instructor
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Ally Jedi NPC Buddy - tags along with player
|
||
|
*/
|
||
|
void SP_NPC_Jedi( gentity_t *self)
|
||
|
{
|
||
|
if(!self->NPC_type)
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "jeditrainer";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/*
|
||
|
if ( !Q_irand( 0, 2 ) )
|
||
|
{
|
||
|
self->NPC_type = "JediF";
|
||
|
}
|
||
|
else
|
||
|
*/if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "Jedi";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Jedi2";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_JEDI );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Prisoner(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Prisoner( gentity_t *self)
|
||
|
{
|
||
|
if(!self->NPC_type)
|
||
|
{
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "Prisoner";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Prisoner2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Rebel(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Rebel( gentity_t *self)
|
||
|
{
|
||
|
if(!self->NPC_type)
|
||
|
{
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "Rebel";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Rebel2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
//=============================================================================================
|
||
|
//ENEMIES
|
||
|
//=============================================================================================
|
||
|
|
||
|
/*QUAKED NPC_Stormtrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
30 health, blaster
|
||
|
|
||
|
OFFICER - 60 health, flechette
|
||
|
COMMANDER - 60 health, heavy repeater
|
||
|
ALTOFFICER - 60 health, alt-fire flechette (grenades)
|
||
|
ROCKET - 60 health, rocket launcher
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Stormtrooper( gentity_t *self)
|
||
|
{
|
||
|
if ( self->spawnflags & 8 )
|
||
|
{//rocketer
|
||
|
self->NPC_type = "rockettrooper";
|
||
|
}
|
||
|
else if ( self->spawnflags & 4 )
|
||
|
{//alt-officer
|
||
|
self->NPC_type = "stofficeralt";
|
||
|
}
|
||
|
else if ( self->spawnflags & 2 )
|
||
|
{//commander
|
||
|
self->NPC_type = "stcommander";
|
||
|
}
|
||
|
else if ( self->spawnflags & 1 )
|
||
|
{//officer
|
||
|
self->NPC_type = "stofficer";
|
||
|
}
|
||
|
else
|
||
|
{//regular trooper
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "StormTrooper";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "StormTrooper2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
void SP_NPC_StormtrooperOfficer( gentity_t *self)
|
||
|
{
|
||
|
self->spawnflags |= 1;
|
||
|
SP_NPC_Stormtrooper( self );
|
||
|
}
|
||
|
/*QUAKED NPC_Snowtrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
30 health, blaster
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Snowtrooper( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "snowtrooper";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
/*QUAKED NPC_Tie_Pilot(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
30 health, blaster
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Tie_Pilot( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "stormpilot";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Ugnaught(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Ugnaught( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "Ugnaught";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Ugnaught2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Jawa(1 0 0) (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
ARMED - starts with the Jawa gun in-hand
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Jawa( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "jawa_armed";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "jawa";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Gran(1 0 0) (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
Uses grenade
|
||
|
|
||
|
SHOOTER - uses blaster instead of
|
||
|
BOXER - uses fists only
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Gran( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "granshooter";
|
||
|
}
|
||
|
else if ( self->spawnflags & 2 )
|
||
|
{
|
||
|
self->NPC_type = "granboxer";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "gran";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "gran2";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Rodian(1 0 0) (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
BLASTER uses a blaster instead of sniper rifle, different skin
|
||
|
NO_HIDE (only applicable with snipers) does not duck and hide between shots
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Rodian( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( self->spawnflags&1 )
|
||
|
{
|
||
|
self->NPC_type = "rodian2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "rodian";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Weequay(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Weequay( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
switch ( Q_irand( 0, 3 ) )
|
||
|
{
|
||
|
case 0:
|
||
|
self->NPC_type = "Weequay";
|
||
|
break;
|
||
|
case 1:
|
||
|
self->NPC_type = "Weequay2";
|
||
|
break;
|
||
|
case 2:
|
||
|
self->NPC_type = "Weequay3";
|
||
|
break;
|
||
|
case 3:
|
||
|
self->NPC_type = "Weequay4";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Trandoshan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Trandoshan( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
self->NPC_type = "Trandoshan";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Tusken(1 0 0) (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Tusken( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "tuskensniper";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "tusken";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Noghri(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Noghri( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
self->NPC_type = "noghri";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_SwampTrooper(1 0 0) (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
REPEATER - Swaptrooper who uses the repeater
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_SwampTrooper( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "SwampTrooper2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "SwampTrooper";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Imperial(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Greyshirt grunt, uses blaster pistol, 20 health.
|
||
|
|
||
|
OFFICER - Brownshirt Officer, uses blaster rifle, 40 health
|
||
|
COMMANDER - Blackshirt Commander, uses rapid-fire blaster rifle, 80 healt
|
||
|
|
||
|
"message" - if a COMMANDER, turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag.
|
||
|
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Imperial( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "ImpOfficer";
|
||
|
}
|
||
|
else if ( self->spawnflags & 2 )
|
||
|
{
|
||
|
self->NPC_type = "ImpCommander";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "Imperial";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( self->message )
|
||
|
{//may drop a key, precache the key model and pickup sound
|
||
|
G_SoundIndex( "sound/weapons/key_pkup.wav" );
|
||
|
if ( !Q_stricmp( "goodie", self->message ) )
|
||
|
{
|
||
|
RegisterItem( FindItemForInventory( INV_GOODIE_KEY ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RegisterItem( FindItemForInventory( INV_SECURITY_KEY ) );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: Allow goodie keys
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_ImpWorker(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_ImpWorker( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( !Q_irand( 0, 2 ) )
|
||
|
{
|
||
|
self->NPC_type = "ImpWorker";
|
||
|
}
|
||
|
else if ( Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "ImpWorker2";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "ImpWorker3";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_BespinCop(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_BespinCop( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( !Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "BespinCop";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "BespinCop2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Reborn(1 0 0) (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
|
||
|
Default Reborn is A poor lightsaber fighter, acrobatic and uses no force powers. Yellow saber, 40 health.
|
||
|
|
||
|
FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic. Purple saber, 75 health.
|
||
|
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers. Yellow saber, 100 health.
|
||
|
ACROBAT - quite acrobatic, but not the best lightsaber fighter and uses no force powers. Red saber, 100 health.
|
||
|
BOSS - quite acrobatic, good lightsaber fighter and uses force powers. Orange saber, 150 health.
|
||
|
|
||
|
NOTE: Saber colors are temporary until they have different by skins to tell them apart
|
||
|
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Reborn( gentity_t *self)
|
||
|
{
|
||
|
if ( !self->NPC_type )
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
self->NPC_type = "rebornforceuser";
|
||
|
}
|
||
|
else if ( self->spawnflags & 2 )
|
||
|
{
|
||
|
self->NPC_type = "rebornfencer";
|
||
|
}
|
||
|
else if ( self->spawnflags & 4 )
|
||
|
{
|
||
|
self->NPC_type = "rebornacrobat";
|
||
|
}
|
||
|
else if ( self->spawnflags & 8 )
|
||
|
{
|
||
|
self->NPC_type = "rebornboss";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "reborn";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WP_SetSaberModel( NULL, CLASS_REBORN );
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_ShadowTrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_ShadowTrooper( gentity_t *self)
|
||
|
{
|
||
|
if(!self->NPC_type)
|
||
|
{
|
||
|
if ( !Q_irand( 0, 1 ) )
|
||
|
{
|
||
|
self->NPC_type = "ShadowTrooper";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "ShadowTrooper2";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NPC_ShadowTrooper_Precache();
|
||
|
WP_SetSaberModel( NULL, CLASS_SHADOWTROOPER );
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
//=============================================================================================
|
||
|
//MONSTERS
|
||
|
//=============================================================================================
|
||
|
|
||
|
/*QUAKED NPC_Monster_Murjj (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Murjj( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Murjj";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Swamp (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Swamp( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Swamp";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Howler (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Howler( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "howler";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_MineMonster (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_MineMonster( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "minemonster";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
NPC_MineMonster_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Claw (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Claw( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Claw";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Glider (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Glider( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Glider";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Flier2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Flier2( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Flier2";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Lizard (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Lizard( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Lizard";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Fish (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Fish( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "Fish";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Wampa (1 0 0) (-12 -12 -24) (12 12 40) WANDER SEARCH x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
WANDER - When I don't have an enemy, I'll just wander the waypoint network aimlessly
|
||
|
SEARCH - When I don't have an enemy, I'll go back and forth between the nearest waypoints, looking for enemies
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Wampa( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "wampa";
|
||
|
|
||
|
NPC_Wampa_Precache();
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Monster_Rancor (1 0 0) (-30 -30 -24) (30 30 104) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Monster_Rancor( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "rancor";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
}
|
||
|
|
||
|
//=============================================================================================
|
||
|
//DROIDS
|
||
|
//=============================================================================================
|
||
|
|
||
|
/*QUAKED NPC_Droid_Interrogator (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Droid_Interrogator( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "interrogator";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Interrogator_Precache(self);
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Probe (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Imperial Probe Droid - the multilegged floating droid that Han and Chewie shot on the ice planet Hoth
|
||
|
*/
|
||
|
void SP_NPC_Droid_Probe( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "probe";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Probe_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Mark1 (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Big walking droid
|
||
|
|
||
|
*/
|
||
|
void SP_NPC_Droid_Mark1( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "mark1";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Mark1_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Mark2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Small rolling droid with one gun.
|
||
|
|
||
|
*/
|
||
|
void SP_NPC_Droid_Mark2( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "mark2";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Mark2_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_ATST (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
*/
|
||
|
void SP_NPC_Droid_ATST( gentity_t *self)
|
||
|
{
|
||
|
if ( (self->spawnflags&1) )
|
||
|
{
|
||
|
self->NPC_type = "atst_vehicle";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "atst";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_ATST_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Remote (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Remote Droid - the floating round droid used by Obi Wan to train Luke about the force while on the Millenium Falcon.
|
||
|
*/
|
||
|
void SP_NPC_Droid_Remote( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "remote";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Remote_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Seeker (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Seeker Droid - floating round droids that shadow troopers spawn
|
||
|
*/
|
||
|
void SP_NPC_Droid_Seeker( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "seeker";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Seeker_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Sentry (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun turrets
|
||
|
*/
|
||
|
void SP_NPC_Droid_Sentry( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "sentry";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_Sentry_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Gonk (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land crawler, walking around talking to itself.
|
||
|
|
||
|
NOTARGET by default
|
||
|
*/
|
||
|
void SP_NPC_Droid_Gonk( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "gonk";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
//precache the Gonk sounds
|
||
|
NPC_Gonk_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Mouse (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled at it and it backed up and ran away.
|
||
|
|
||
|
NOTARGET by default
|
||
|
*/
|
||
|
void SP_NPC_Droid_Mouse( gentity_t *self)
|
||
|
{
|
||
|
self->NPC_type = "mouse";
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
//precache the Mouse sounds
|
||
|
NPC_Mouse_Precache();
|
||
|
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_R2D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
R2D2 Droid - you probably know this one already.
|
||
|
|
||
|
NOTARGET by default
|
||
|
*/
|
||
|
void SP_NPC_Droid_R2D2( gentity_t *self)
|
||
|
{
|
||
|
if ( self->spawnflags&1 )
|
||
|
{//imperial skin
|
||
|
self->NPC_type = "r2d2_imp";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "r2d2";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_R2D2_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_R5D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
ALWAYSDIE - won't go into spinning zombie AI when at low health.
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad motivator, and they took R2D2 instead.
|
||
|
|
||
|
NOTARGET by default
|
||
|
*/
|
||
|
void SP_NPC_Droid_R5D2( gentity_t *self)
|
||
|
{
|
||
|
if ( self->spawnflags&1 )
|
||
|
{//imperial skin
|
||
|
self->NPC_type = "r5d2_imp";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "r5d2";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
|
||
|
NPC_R5D2_Precache();
|
||
|
}
|
||
|
|
||
|
/*QUAKED NPC_Droid_Protocol (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
||
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
||
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
||
|
NOTSOLID - Starts not solid
|
||
|
STARTINSOLID - Don't try to fix if spawn in solid
|
||
|
SHY - Spawner is shy
|
||
|
|
||
|
NOTARGET by default
|
||
|
*/
|
||
|
void SP_NPC_Droid_Protocol( gentity_t *self)
|
||
|
{
|
||
|
if ( self->spawnflags&1 )
|
||
|
{//imperial skin
|
||
|
self->NPC_type = "protocol_imp";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC_type = "protocol";
|
||
|
}
|
||
|
|
||
|
SP_NPC_spawner( self );
|
||
|
NPC_Protocol_Precache();
|
||
|
}
|
||
|
|
||
|
|
||
|
//NPC console commands
|
||
|
/*
|
||
|
NPC_Spawn_f
|
||
|
*/
|
||
|
|
||
|
gentity_t *NPC_SpawnType( gentity_t *ent, char *npc_type, char *targetname, qboolean isVehicle )
|
||
|
{
|
||
|
gentity_t *NPCspawner = G_Spawn();
|
||
|
vec3_t forward, end;
|
||
|
trace_t trace;
|
||
|
|
||
|
if(!NPCspawner)
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
NPCspawner->think = G_FreeEntity;
|
||
|
NPCspawner->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
if ( !npc_type )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if (!npc_type[0])
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"Error, expected one of:\n"S_COLOR_WHITE" NPC spawn [NPC type (from ext_data/NPCs)]\n NPC spawn vehicle [VEH type (from ext_data/vehicles)]\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( !ent || !ent->client )
|
||
|
{//screw you, go away
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//rwwFIXMEFIXME: Care about who is issuing this command/other clients besides 0?
|
||
|
//Spawn it at spot of first player
|
||
|
//FIXME: will gib them!
|
||
|
AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL);
|
||
|
VectorNormalize(forward);
|
||
|
VectorMA(ent->r.currentOrigin, 64, forward, end);
|
||
|
trap_Trace(&trace, ent->r.currentOrigin, NULL, NULL, end, 0, MASK_SOLID);
|
||
|
VectorCopy(trace.endpos, end);
|
||
|
end[2] -= 24;
|
||
|
trap_Trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID);
|
||
|
VectorCopy(trace.endpos, end);
|
||
|
end[2] += 24;
|
||
|
G_SetOrigin(NPCspawner, end);
|
||
|
VectorCopy(NPCspawner->r.currentOrigin, NPCspawner->s.origin);
|
||
|
//set the yaw so that they face away from player
|
||
|
NPCspawner->s.angles[1] = ent->client->ps.viewangles[1];
|
||
|
|
||
|
trap_LinkEntity(NPCspawner);
|
||
|
|
||
|
NPCspawner->NPC_type = G_NewString( npc_type );
|
||
|
|
||
|
if ( targetname )
|
||
|
{
|
||
|
NPCspawner->NPC_targetname = G_NewString(targetname);
|
||
|
}
|
||
|
|
||
|
NPCspawner->count = 1;
|
||
|
|
||
|
NPCspawner->delay = 0;
|
||
|
|
||
|
//NPCspawner->spawnflags |= SFB_NOTSOLID;
|
||
|
|
||
|
//NPCspawner->playerTeam = TEAM_FREE;
|
||
|
//NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
|
||
|
|
||
|
if ( isVehicle )
|
||
|
{
|
||
|
NPCspawner->classname = "NPC_Vehicle";
|
||
|
}
|
||
|
|
||
|
//call precache funcs for James' builds
|
||
|
if ( !Q_stricmp( "gonk", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Gonk_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "mouse", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Mouse_Precache();
|
||
|
}
|
||
|
else if ( !Q_strncmp( "r2d2", NPCspawner->NPC_type, 4))
|
||
|
{
|
||
|
NPC_R2D2_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "atst", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_ATST_Precache();
|
||
|
}
|
||
|
else if ( !Q_strncmp( "r5d2", NPCspawner->NPC_type, 4))
|
||
|
{
|
||
|
NPC_R5D2_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "mark1", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Mark1_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "mark2", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Mark2_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "interrogator", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Interrogator_Precache(NULL);
|
||
|
}
|
||
|
else if ( !Q_stricmp( "probe", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Probe_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "seeker", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Seeker_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "remote", NPCspawner->NPC_type))
|
||
|
{
|
||
|
NPC_Remote_Precache();
|
||
|
}
|
||
|
else if ( !Q_strncmp( "shadowtrooper", NPCspawner->NPC_type, 13 ) )
|
||
|
{
|
||
|
NPC_ShadowTrooper_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "minemonster", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_MineMonster_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "howler", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_Howler_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "sentry", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_Sentry_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "protocol", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_Protocol_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "galak_mech", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_GalakMech_Precache();
|
||
|
}
|
||
|
else if ( !Q_stricmp( "wampa", NPCspawner->NPC_type ))
|
||
|
{
|
||
|
NPC_Wampa_Precache();
|
||
|
}
|
||
|
|
||
|
return (NPC_Spawn_Do( NPCspawner ));
|
||
|
}
|
||
|
|
||
|
void NPC_Spawn_f( gentity_t *ent )
|
||
|
{
|
||
|
char npc_type[1024];
|
||
|
char targetname[1024];
|
||
|
qboolean isVehicle = qfalse;
|
||
|
|
||
|
trap_Argv(2, npc_type, 1024);
|
||
|
if ( Q_stricmp( "vehicle", npc_type ) == 0 )
|
||
|
{
|
||
|
isVehicle = qtrue;
|
||
|
trap_Argv(3, npc_type, 1024);
|
||
|
trap_Argv(4, targetname, 1024);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
trap_Argv(3, targetname, 1024);
|
||
|
}
|
||
|
|
||
|
NPC_SpawnType( ent, npc_type, targetname, isVehicle );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
NPC_Kill_f
|
||
|
*/
|
||
|
extern stringID_table_t TeamTable[];
|
||
|
void NPC_Kill_f( void )
|
||
|
{
|
||
|
int n;
|
||
|
gentity_t *player;
|
||
|
char name[1024];
|
||
|
team_t killTeam = TEAM_FREE;
|
||
|
qboolean killNonSF = qfalse;
|
||
|
|
||
|
trap_Argv(2, name, 1024);
|
||
|
|
||
|
if ( !name[0] )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"Error, Expected:\n");
|
||
|
Com_Printf( S_COLOR_RED"NPC kill '[NPC targetname]' - kills NPCs with certain targetname\n" );
|
||
|
Com_Printf( S_COLOR_RED"or\n" );
|
||
|
Com_Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
|
||
|
Com_Printf( S_COLOR_RED"or\n" );
|
||
|
Com_Printf( S_COLOR_RED"NPC team '[teamname]' - kills all NPCs of a certain team ('nonally' is all but your allies)\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( Q_stricmp( "team", name ) == 0 )
|
||
|
{
|
||
|
trap_Argv(3, name, 1024);
|
||
|
|
||
|
if ( !name[0] )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
|
||
|
Com_Printf( S_COLOR_RED"Valid team names are:\n");
|
||
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"%s\n", TeamNames[n] );
|
||
|
}
|
||
|
Com_Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( Q_stricmp( "nonally", name ) == 0 )
|
||
|
{
|
||
|
killNonSF = qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
killTeam = (team_t)GetIDForString( TeamTable, name );
|
||
|
|
||
|
if ( killTeam == TEAM_FREE )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
|
||
|
Com_Printf( S_COLOR_RED"Valid team names are:\n");
|
||
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"%s\n", TeamNames[n] );
|
||
|
}
|
||
|
Com_Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( n = 1; n < ENTITYNUM_MAX_NORMAL; n++)
|
||
|
{
|
||
|
player = &g_entities[n];
|
||
|
if (!player->inuse) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( killNonSF )
|
||
|
{
|
||
|
if ( player )
|
||
|
{
|
||
|
if ( player->client )
|
||
|
{
|
||
|
if ( player->client->playerTeam != NPCTEAM_PLAYER )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
||
|
player->health = 0;
|
||
|
|
||
|
if (player->die && player->client)
|
||
|
{
|
||
|
player->die(player, player, player, player->client->pers.maxHealth, MOD_UNKNOWN);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
|
||
|
{//A spawner, remove it
|
||
|
Com_Printf( S_COLOR_GREEN"Removing NPC spawner %s with NPC named %s\n", player->NPC_type, player->NPC_targetname );
|
||
|
G_FreeEntity( player );
|
||
|
//FIXME: G_UseTargets2(player, player, player->NPC_target & player->target);?
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( player && player->NPC && player->client )
|
||
|
{
|
||
|
if ( killTeam != TEAM_FREE )
|
||
|
{
|
||
|
if ( player->client->playerTeam == killTeam )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
||
|
player->health = 0;
|
||
|
if (player->die)
|
||
|
{
|
||
|
player->die(player, player, player, player->client->pers.maxHealth, MOD_UNKNOWN);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|
||
|
|| Q_stricmp( name, "all" ) == 0 )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
||
|
player->health = 0;
|
||
|
player->client->ps.stats[STAT_HEALTH] = 0;
|
||
|
if (player->die)
|
||
|
{
|
||
|
player->die(player, player, player, 100, MOD_UNKNOWN);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
else if ( player && (player->svFlags&SVF_NPC_PRECACHE) )
|
||
|
{//a spawner
|
||
|
Com_Printf( S_COLOR_GREEN"Removing NPC spawner %s named %s\n", player->NPC_type, player->targetname );
|
||
|
G_FreeEntity( player );
|
||
|
}
|
||
|
*/
|
||
|
//rwwFIXMEFIXME: should really do something here.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void NPC_PrintScore( gentity_t *ent )
|
||
|
{
|
||
|
Com_Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
Svcmd_NPC_f
|
||
|
|
||
|
parse and dispatch bot commands
|
||
|
*/
|
||
|
qboolean showBBoxes = qfalse;
|
||
|
void Cmd_NPC_f( gentity_t *ent )
|
||
|
{
|
||
|
char cmd[1024];
|
||
|
|
||
|
trap_Argv( 1, cmd, 1024 );
|
||
|
|
||
|
if ( !cmd[0] )
|
||
|
{
|
||
|
Com_Printf( "Valid NPC commands are:\n" );
|
||
|
Com_Printf( " spawn [NPC type (from NCPCs.cfg)]\n" );
|
||
|
Com_Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
|
||
|
Com_Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
|
||
|
Com_Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
|
||
|
}
|
||
|
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
|
||
|
{
|
||
|
NPC_Spawn_f( ent );
|
||
|
}
|
||
|
else if ( Q_stricmp( cmd, "kill" ) == 0 )
|
||
|
{
|
||
|
NPC_Kill_f();
|
||
|
}
|
||
|
else if ( Q_stricmp( cmd, "showbounds" ) == 0 )
|
||
|
{//Toggle on and off
|
||
|
showBBoxes = showBBoxes ? qfalse : qtrue;
|
||
|
}
|
||
|
else if ( Q_stricmp ( cmd, "score" ) == 0 )
|
||
|
{
|
||
|
char cmd2[1024];
|
||
|
gentity_t *ent = NULL;
|
||
|
|
||
|
trap_Argv(2, cmd2, 1024);
|
||
|
|
||
|
if ( !cmd2[0] )
|
||
|
{//Show the score for all NPCs
|
||
|
int i;
|
||
|
|
||
|
Com_Printf( "SCORE LIST:\n" );
|
||
|
for ( i = 0; i < ENTITYNUM_WORLD; i++ )
|
||
|
{
|
||
|
ent = &g_entities[i];
|
||
|
if ( !ent || !ent->client )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
NPC_PrintScore( ent );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (ent = G_Find( NULL, FOFS(targetname), cmd2 )) != NULL && ent->client )
|
||
|
{
|
||
|
NPC_PrintScore( ent );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Com_Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|