2013-04-19 02:52:48 +00:00
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#include "b_local.h"
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#include "g_nav.h"
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// These define the working combat range for these suckers
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#define MIN_DISTANCE 48
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define MAX_DISTANCE 1024
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#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
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#define LSTATE_CLEAR 0
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#define LSTATE_WAITING 1
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float enemyDist = 0;
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void Wampa_SetBolts( gentity_t *self )
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{
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if ( self && self->client )
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{
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renderInfo_t *ri = &self->client->renderInfo;
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ri->headBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*head_eyes");
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//ri->cervicalBolt = trap_G2API_AddBolt(self->ghoul2, 0, "neck_bone" );
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//ri->chestBolt = trap_G2API_AddBolt(self->ghoul2, 0, "upper_spine");
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//ri->gutBolt = trap_G2API_AddBolt(self->ghoul2, 0, "mid_spine");
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ri->torsoBolt = trap_G2API_AddBolt(self->ghoul2, 0, "lower_spine");
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ri->crotchBolt = trap_G2API_AddBolt(self->ghoul2, 0, "rear_bone");
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//ri->elbowLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_arm_elbow");
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//ri->elbowRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_arm_elbow");
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ri->handLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_hand");
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ri->handRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_hand");
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//ri->kneeLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*hips_l_knee");
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//ri->kneeRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*hips_r_knee");
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ri->footLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_leg_foot");
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ri->footRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_leg_foot");
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}
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}
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/*
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-------------------------
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NPC_Wampa_Precache
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-------------------------
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*/
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void NPC_Wampa_Precache( void )
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{
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/*
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int i;
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for ( i = 1; i < 4; i ++ )
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{
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G_SoundIndex( va("sound/chars/wampa/growl%d.wav", i) );
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}
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for ( i = 1; i < 3; i ++ )
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{
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G_SoundIndex( va("sound/chars/wampa/snort%d.wav", i) );
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}
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*/
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G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
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//G_SoundIndex( "sound/chars/wampa/chomp.wav" );
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}
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/*
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-------------------------
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Wampa_Idle
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-------------------------
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*/
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void Wampa_Idle( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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}
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qboolean Wampa_CheckRoar( gentity_t *self )
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{
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if ( self->wait < level.time )
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{
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self->wait = level.time + Q_irand( 5000, 20000 );
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NPC_SetAnim( self, SETANIM_BOTH, Q_irand(BOTH_GESTURE1,BOTH_GESTURE2), (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
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TIMER_Set( self, "rageTime", self->client->ps.legsTimer );
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return qtrue;
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}
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return qfalse;
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}
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/*
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-------------------------
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Wampa_Patrol
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-------------------------
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*/
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void Wampa_Patrol( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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else
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{
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if ( TIMER_Done( NPC, "patrolTime" ))
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{
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TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
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}
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}
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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Wampa_Idle();
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return;
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}
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Wampa_CheckRoar( NPC );
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TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
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}
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/*
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-------------------------
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Wampa_Move
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-------------------------
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*/
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void Wampa_Move( qboolean visible )
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{
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if ( NPCInfo->localState != LSTATE_WAITING )
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{
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NPCInfo->goalEntity = NPC->enemy;
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if ( NPC->enemy )
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{//pick correct movement speed and anim
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//run by default
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ucmd.buttons &= ~BUTTON_WALKING;
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if ( !TIMER_Done( NPC, "runfar" )
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|| !TIMER_Done( NPC, "runclose" ) )
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{//keep running with this anim & speed for a bit
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}
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else if ( !TIMER_Done( NPC, "walk" ) )
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{//keep walking for a bit
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ucmd.buttons |= BUTTON_WALKING;
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}
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else if ( visible && enemyDist > 384 && NPCInfo->stats.runSpeed == 180 )
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{//fast run, all fours
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NPCInfo->stats.runSpeed = 300;
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TIMER_Set( NPC, "runfar", Q_irand( 2000, 4000 ) );
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}
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else if ( enemyDist > 256 && NPCInfo->stats.runSpeed == 300 )
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{//slow run, upright
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NPCInfo->stats.runSpeed = 180;
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TIMER_Set( NPC, "runclose", Q_irand( 3000, 5000 ) );
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}
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else if ( enemyDist < 128 )
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{//walk
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NPCInfo->stats.runSpeed = 180;
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ucmd.buttons |= BUTTON_WALKING;
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TIMER_Set( NPC, "walk", Q_irand( 4000, 6000 ) );
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}
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}
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if ( NPCInfo->stats.runSpeed == 300 )
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{//need to use the alternate run - hunched over on all fours
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NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
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}
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NPC_MoveToGoal( qtrue );
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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}
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}
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//---------------------------------------------------------
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//extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern void G_Knockdown( gentity_t *victim );
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extern void G_Dismember( gentity_t *ent, gentity_t *enemy, vec3_t point, int limbType, float limbRollBase, float limbPitchBase, int deathAnim, qboolean postDeath );
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extern int NPC_GetEntsNearBolt( int *radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
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void Wampa_Slash( int boltIndex, qboolean backhand )
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{
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int radiusEntNums[128];
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int numEnts;
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const float radius = 88;
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const float radiusSquared = (radius*radius);
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int i;
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vec3_t boltOrg;
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int damage = (backhand)?Q_irand(10,15):Q_irand(20,30);
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numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, boltIndex, boltOrg );
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for ( i = 0; i < numEnts; i++ )
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{
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gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
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if ( !radiusEnt->inuse )
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{
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continue;
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}
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if ( radiusEnt == NPC )
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{//Skip the wampa ent
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continue;
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}
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if ( radiusEnt->client == NULL )
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{//must be a client
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continue;
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}
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if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
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{
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//smack
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G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, damage, ((backhand)?DAMAGE_NO_ARMOR:(DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK)), MOD_MELEE );
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if ( backhand )
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{
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//actually push the enemy
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vec3_t pushDir;
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vec3_t angs;
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VectorCopy( NPC->client->ps.viewangles, angs );
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angs[YAW] += flrand( 25, 50 );
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angs[PITCH] = flrand( -25, -15 );
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AngleVectors( angs, pushDir, NULL, NULL );
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if ( radiusEnt->client->NPC_class != CLASS_WAMPA
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&& radiusEnt->client->NPC_class != CLASS_RANCOR
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&& radiusEnt->client->NPC_class != CLASS_ATST )
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{
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G_Throw( radiusEnt, pushDir, 65 );
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if ( BG_KnockDownable(&radiusEnt->client->ps) &&
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radiusEnt->health > 0 && Q_irand( 0, 1 ) )
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{//do pain on enemy
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radiusEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
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radiusEnt->client->ps.forceDodgeAnim = 0;
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radiusEnt->client->ps.forceHandExtendTime = level.time + 1100;
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radiusEnt->client->ps.quickerGetup = qfalse;
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}
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}
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}
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else if ( radiusEnt->health <= 0 && radiusEnt->client )
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{//killed them, chance of dismembering
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if ( !Q_irand( 0, 1 ) )
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{//bite something off
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int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
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if ( hitLoc == G2_MODELPART_HEAD )
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{
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NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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else if ( hitLoc == G2_MODELPART_WAIST )
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{
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NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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G_Dismember( radiusEnt, NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
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}
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}
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else if ( !Q_irand( 0, 3 ) && radiusEnt->health > 0 )
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{//one out of every 4 normal hits does a knockdown, too
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vec3_t pushDir;
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vec3_t angs;
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VectorCopy( NPC->client->ps.viewangles, angs );
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angs[YAW] += flrand( 25, 50 );
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angs[PITCH] = flrand( -25, -15 );
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AngleVectors( angs, pushDir, NULL, NULL );
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G_Knockdown( radiusEnt );
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}
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G_Sound( radiusEnt, CHAN_WEAPON, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
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}
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}
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}
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//------------------------------
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void Wampa_Attack( float distance, qboolean doCharge )
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{
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if ( !TIMER_Exists( NPC, "attacking" ) )
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{
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if ( Q_irand(0, 2) && !doCharge )
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{//double slash
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 750 );
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}
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else if ( doCharge || (distance > 270 && distance < 430 && !Q_irand(0, 1)) )
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{//leap
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vec3_t fwd, yawAng;
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VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 500 );
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AngleVectors( yawAng, fwd, NULL, NULL );
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VectorScale( fwd, distance*1.5f, NPC->client->ps.velocity );
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NPC->client->ps.velocity[2] = 150;
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NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
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}
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else
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{//backhand
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 250 );
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}
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TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + random() * 200 );
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//allow us to re-evaluate our running speed/anim
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TIMER_Set( NPC, "runfar", -1 );
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TIMER_Set( NPC, "runclose", -1 );
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TIMER_Set( NPC, "walk", -1 );
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}
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// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
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if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
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{
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switch ( NPC->client->ps.legsAnim )
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{
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case BOTH_ATTACK1:
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Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse );
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//do second hit
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TIMER_Set( NPC, "attack_dmg2", 100 );
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break;
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case BOTH_ATTACK2:
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Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse );
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TIMER_Set( NPC, "attack_dmg2", 100 );
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break;
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case BOTH_ATTACK3:
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Wampa_Slash( NPC->client->renderInfo.handLBolt, qtrue );
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break;
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}
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}
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else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
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{
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switch ( NPC->client->ps.legsAnim )
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{
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case BOTH_ATTACK1:
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Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse );
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break;
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case BOTH_ATTACK2:
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Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse );
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break;
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}
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}
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// Just using this to remove the attacking flag at the right time
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TIMER_Done2( NPC, "attacking", qtrue );
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if ( NPC->client->ps.legsAnim == BOTH_ATTACK1 && distance > (NPC->r.maxs[0]+MIN_DISTANCE) )
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{//okay to keep moving
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ucmd.buttons |= BUTTON_WALKING;
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Wampa_Move( 1 );
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}
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}
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//----------------------------------
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void Wampa_Combat( void )
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{
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// If we cannot see our target or we have somewhere to go, then do that
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if ( !NPC_ClearLOS( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ) )
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{
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if ( !Q_irand( 0, 10 ) )
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{
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if ( Wampa_CheckRoar( NPC ) )
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{
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return;
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}
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}
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NPCInfo->combatMove = qtrue;
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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Wampa_Move( 0 );
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return;
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}
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else if ( UpdateGoal() )
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{
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NPCInfo->combatMove = qtrue;
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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Wampa_Move( 1 );
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return;
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}
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else
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{
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float distance = enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
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qboolean advance = (qboolean)( distance > (NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
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qboolean doCharge = qfalse;
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// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
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//FIXME: always seems to face off to the left or right?!!!!
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NPC_FaceEnemy( qtrue );
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if ( advance )
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{//have to get closer
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vec3_t yawOnlyAngles;
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VectorSet( yawOnlyAngles, 0, NPC->r.currentAngles[YAW], 0 );
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if ( NPC->enemy->health > 0//enemy still alive
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&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
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&& InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
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{//10% chance of doing charge anim
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if ( !Q_irand( 0, 9 ) )
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{//go for the charge
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doCharge = qtrue;
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advance = qfalse;
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}
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}
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}
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if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
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{
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if ( TIMER_Done2( NPC, "takingPain", qtrue ))
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{
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NPCInfo->localState = LSTATE_CLEAR;
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}
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else
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{
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Wampa_Move( 1 );
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}
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}
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else
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{
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if ( !Q_irand( 0, 20 ) )
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{//FIXME: only do this if we just damaged them or vice-versa?
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if ( Wampa_CheckRoar( NPC ) )
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{
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return;
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}
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}
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if ( !Q_irand( 0, 1 ) )
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{//FIXME: base on skill
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Wampa_Attack( distance, doCharge );
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}
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}
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}
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}
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/*
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-------------------------
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NPC_Wampa_Pain
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-------------------------
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*/
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//void NPC_Wampa_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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void NPC_Wampa_Pain( gentity_t *self, gentity_t *attacker, int damage )
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{
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qboolean hitByWampa = qfalse;
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if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_WAMPA )
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{
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hitByWampa = qtrue;
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}
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if ( attacker
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&& attacker->inuse
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&& attacker != self->enemy
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&& !(attacker->flags&FL_NOTARGET) )
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{
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if ( (!attacker->s.number&&!Q_irand(0,3))
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|| !self->enemy
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|| self->enemy->health == 0
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|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_WAMPA)
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|| (!Q_irand(0, 4 ) && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) )
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{//if my enemy is dead (or attacked by player) and I'm not still holding/eating someone, turn on the attacker
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//FIXME: if can't nav to my enemy, take this guy if I can nav to him
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G_SetEnemy( self, attacker );
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TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
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if ( hitByWampa )
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{//stay mad at this Wampa for 2-5 secs before looking for attacker enemies
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TIMER_Set( self, "wampaInfight", Q_irand( 2000, 5000 ) );
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}
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}
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}
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if ( (hitByWampa|| Q_irand( 0, 100 ) < damage )//hit by wampa, hit while holding live victim, or took a lot of damage
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&& self->client->ps.legsAnim != BOTH_GESTURE1
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&& self->client->ps.legsAnim != BOTH_GESTURE2
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&& TIMER_Done( self, "takingPain" ) )
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{
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if ( !Wampa_CheckRoar( self ) )
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{
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if ( self->client->ps.legsAnim != BOTH_ATTACK1
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&& self->client->ps.legsAnim != BOTH_ATTACK2
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&& self->client->ps.legsAnim != BOTH_ATTACK3 )
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{//cant interrupt one of the big attack anims
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if ( self->health > 100 || hitByWampa )
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{
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TIMER_Remove( self, "attacking" );
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VectorCopy( self->NPC->lastPathAngles, self->s.angles );
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if ( !Q_irand( 0, 1 ) )
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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else
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500) );
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//allow us to re-evaluate our running speed/anim
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TIMER_Set( self, "runfar", -1 );
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TIMER_Set( self, "runclose", -1 );
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TIMER_Set( self, "walk", -1 );
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if ( self->NPC )
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{
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self->NPC->localState = LSTATE_WAITING;
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}
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}
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}
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}
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}
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}
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/*
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-------------------------
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NPC_BSWampa_Default
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-------------------------
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*/
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void NPC_BSWampa_Default( void )
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{
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NPC->client->ps.eFlags2 &= ~EF2_USE_ALT_ANIM;
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//NORMAL ANIMS
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// stand1 = normal stand
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// walk1 = normal, non-angry walk
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// walk2 = injured
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// run1 = far away run
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// run2 = close run
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//VICTIM ANIMS
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// grabswipe = melee1 - sweep out and grab
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// stand2 attack = attack4 - while holding victim, swipe at him
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// walk3_drag = walk5 - walk with drag
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// stand2 = hold victim
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// stand2to1 = drop victim
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if ( !TIMER_Done( NPC, "rageTime" ) )
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{//do nothing but roar first time we see an enemy
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NPC_FaceEnemy( qtrue );
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return;
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}
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if ( NPC->enemy )
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{
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if ( !TIMER_Done(NPC,"attacking") )
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{//in middle of attack
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//face enemy
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NPC_FaceEnemy( qtrue );
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//continue attack logic
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enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
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Wampa_Attack( enemyDist, qfalse );
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return;
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}
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else
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{
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if ( TIMER_Done(NPC,"angrynoise") )
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{
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G_Sound( NPC, CHAN_VOICE, G_SoundIndex( va("sound/chars/wampa/misc/anger%d.wav", Q_irand(1, 2)) ) );
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TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
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}
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//else, if he's in our hand, we eat, else if he's on the ground, we keep attacking his dead body for a while
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if( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_WAMPA )
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{//got mad at another Wampa, look for a valid enemy
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if ( TIMER_Done( NPC, "wampaInfight" ) )
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{
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NPC_CheckEnemyExt( qtrue );
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}
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}
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else
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{
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if ( ValidEnemy( NPC->enemy ) == qfalse )
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{
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TIMER_Remove( NPC, "lookForNewEnemy" );//make them look again right now
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if ( !NPC->enemy->inuse || level.time - NPC->enemy->s.time > Q_irand( 10000, 15000 ) )
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{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
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NPC->enemy = NULL;
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Wampa_Patrol();
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NPC_UpdateAngles( qtrue, qtrue );
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//just lost my enemy
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if ( (NPC->spawnflags&2) )
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{//search around me if I don't have an enemy
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NPC_BSSearchStart( NPC->waypoint, BS_SEARCH );
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NPCInfo->tempBehavior = BS_DEFAULT;
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}
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else if ( (NPC->spawnflags&1) )
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{//wander if I don't have an enemy
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NPC_BSSearchStart( NPC->waypoint, BS_WANDER );
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NPCInfo->tempBehavior = BS_DEFAULT;
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}
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return;
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}
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}
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if ( TIMER_Done( NPC, "lookForNewEnemy" ) )
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{
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gentity_t *newEnemy, *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy?
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NPC->enemy = NULL;
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newEnemy = NPC_CheckEnemy( NPCInfo->confusionTime < level.time, qfalse, qfalse );
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NPC->enemy = sav_enemy;
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if ( newEnemy && newEnemy != sav_enemy )
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{//picked up a new enemy!
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NPC->lastEnemy = NPC->enemy;
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G_SetEnemy( NPC, newEnemy );
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//hold this one for at least 5-15 seconds
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TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
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}
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else
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{//look again in 2-5 secs
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TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) );
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}
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}
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}
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Wampa_Combat();
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return;
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}
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}
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else
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{
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if ( TIMER_Done(NPC,"idlenoise") )
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{
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G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/wampa/misc/anger3.wav" ) );
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TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
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}
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if ( (NPC->spawnflags&2) )
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{//search around me if I don't have an enemy
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if ( NPCInfo->homeWp == WAYPOINT_NONE )
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{//no homewap, initialize the search behavior
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NPC_BSSearchStart( WAYPOINT_NONE, BS_SEARCH );
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NPCInfo->tempBehavior = BS_DEFAULT;
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}
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ucmd.buttons |= BUTTON_WALKING;
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NPC_BSSearch();//this automatically looks for enemies
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}
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else if ( (NPC->spawnflags&1) )
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{//wander if I don't have an enemy
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if ( NPCInfo->homeWp == WAYPOINT_NONE )
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{//no homewap, initialize the wander behavior
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NPC_BSSearchStart( WAYPOINT_NONE, BS_WANDER );
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NPCInfo->tempBehavior = BS_DEFAULT;
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}
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ucmd.buttons |= BUTTON_WALKING;
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NPC_BSWander();
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if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
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{
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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|
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Wampa_Idle();
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}
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else
|
|
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{
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|
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Wampa_CheckRoar( NPC );
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TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
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}
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|
|
}
|
|
|
|
}
|
|
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|
else
|
|
|
|
{
|
|
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
|
|
{
|
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|
|
Wampa_Patrol();
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|
|
}
|
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else
|
|
|
|
{
|
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|
|
Wampa_Idle();
|
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|
|
}
|
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|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
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|
|
|
}
|