// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock ); #define MIN_ATTACK_DIST_SQ 128 #define MIN_MISS_DIST 100 #define MIN_MISS_DIST_SQ (MIN_MISS_DIST*MIN_MISS_DIST) #define MAX_MISS_DIST 500 #define MAX_MISS_DIST_SQ (MAX_MISS_DIST*MAX_MISS_DIST) #define MIN_SCORE -37500 //speed of (50*50) - dist of (200*200) void SandCreature_Precache( void ) { int i; G_EffectIndex( "env/sand_dive" ); G_EffectIndex( "env/sand_spray" ); G_EffectIndex( "env/sand_move" ); G_EffectIndex( "env/sand_move_breach" ); //G_EffectIndex( "env/sand_attack_breach" ); for ( i = 1; i < 4; i++ ) { G_SoundIndex( va( "sound/chars/sand_creature/voice%d.mp3", i ) ); } G_SoundIndex( "sound/chars/sand_creature/slither.wav" ); } void SandCreature_ClearTimers( gentity_t *ent ) { TIMER_Set( NPC, "speaking", -level.time ); TIMER_Set( NPC, "breaching", -level.time ); TIMER_Set( NPC, "breachDebounce", -level.time ); TIMER_Set( NPC, "pain", -level.time ); TIMER_Set( NPC, "attacking", -level.time ); TIMER_Set( NPC, "missDebounce", -level.time ); } void NPC_SandCreature_Die( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { //FIXME: somehow make him solid when he dies? } void NPC_SandCreature_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { if ( TIMER_Done( self, "pain" ) ) { //FIXME: effect and sound //FIXME: shootable during this anim? NPC_SetAnim( self, SETANIM_LEGS, Q_irand(BOTH_ATTACK1,BOTH_ATTACK2), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); G_AddEvent( self, EV_PAIN, Q_irand( 0, 100 ) ); TIMER_Set( self, "pain", self->client->ps.legsAnimTimer + Q_irand( 500, 2000 ) ); float playerDist = Distance( player->currentOrigin, self->currentOrigin ); if ( playerDist < 256 ) { CGCam_Shake( 1.0f*playerDist/128.0f, self->client->ps.legsAnimTimer ); } } self->enemy = self->NPC->goalEntity = NULL; } void SandCreature_MoveEffect( void ) { vec3_t up = {0,0,1}; vec3_t org = {NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->absmin[2]+2}; float playerDist = Distance( player->currentOrigin, NPC->currentOrigin ); if ( playerDist < 256 ) { CGCam_Shake( 0.75f*playerDist/256.0f, 250 ); } if ( level.time-NPC->client->ps.lastStationary > 2000 ) {//first time moving for at least 2 seconds //clear speakingtime TIMER_Set( NPC, "speaking", -level.time ); } if ( TIMER_Done( NPC, "breaching" ) && TIMER_Done( NPC, "breachDebounce" ) && TIMER_Done( NPC, "pain" ) && TIMER_Done( NPC, "attacking" ) && !Q_irand( 0, 10 ) ) {//Breach! //FIXME: only do this while moving forward? trace_t trace; //make him solid here so he can be hit/gets blocked on stuff. Check clear first. gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, MASK_NPCSOLID ); if ( !trace.allsolid && !trace.startsolid ) { NPC->clipmask = MASK_NPCSOLID;//turn solid for a little bit NPC->contents = CONTENTS_BODY; //NPC->takedamage = qtrue;//can be shot? //FIXME: Breach sound? //FIXME: Breach effect? NPC_SetAnim( NPC, SETANIM_LEGS, BOTH_WALK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); TIMER_Set( NPC, "breaching", NPC->client->ps.legsAnimTimer ); TIMER_Set( NPC, "breachDebounce", NPC->client->ps.legsAnimTimer+Q_irand( 0, 10000 ) ); } } if ( !TIMER_Done( NPC, "breaching" ) ) {//different effect when breaching //FIXME: make effect G_PlayEffect( G_EffectIndex( "env/sand_move_breach" ), org, up ); } else { G_PlayEffect( G_EffectIndex( "env/sand_move" ), org, up ); } NPC->s.loopSound = G_SoundIndex( "sound/chars/sand_creature/slither.wav" ); } qboolean SandCreature_CheckAhead( vec3_t end ) { trace_t trace; int clipmask = NPC->clipmask|CONTENTS_BOTCLIP; //make sure our goal isn't underground (else the trace will fail) vec3_t bottom = {end[0],end[1],end[2]+NPC->mins[2]}; gi.trace( &trace, end, vec3_origin, vec3_origin, bottom, NPC->s.number, NPC->clipmask ); if ( trace.fraction < 1.0f ) {//in the ground, raise it up end[2] -= NPC->mins[2]*(1.0f-trace.fraction)-0.125f; } gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, end, NPC->s.number, clipmask ); if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them clipmask &= ~CONTENTS_BOTCLIP; gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, end, NPC->s.number, clipmask ); } //Do a simple check if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) ) return qtrue; if ( trace.plane.normal[2] >= MIN_WALK_NORMAL ) { return qtrue; } //This is a work around float radius = ( NPC->maxs[0] > NPC->maxs[1] ) ? NPC->maxs[0] : NPC->maxs[1]; float dist = Distance( NPC->currentOrigin, end ); float tFrac = 1.0f - ( radius / dist ); if ( trace.fraction >= tFrac ) return qtrue; return qfalse; } qboolean SandCreature_Move( void ) { qboolean moved = qfalse; //FIXME should ignore doors..? vec3_t dest; VectorCopy( NPCInfo->goalEntity->currentOrigin, dest ); //Sand Creatures look silly using waypoints when they can go straight to the goal if ( SandCreature_CheckAhead( dest ) ) {//use our temp move straight to goal check VectorSubtract( dest, NPC->currentOrigin, NPC->client->ps.moveDir ); NPC->client->ps.speed = VectorNormalize( NPC->client->ps.moveDir ); if ( (ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed > NPCInfo->stats.walkSpeed ) { NPC->client->ps.speed = NPCInfo->stats.walkSpeed; } else { if ( NPC->client->ps.speed < NPCInfo->stats.walkSpeed ) { NPC->client->ps.speed = NPCInfo->stats.walkSpeed; } if ( !(ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed < NPCInfo->stats.runSpeed ) { NPC->client->ps.speed = NPCInfo->stats.runSpeed; } else if ( NPC->client->ps.speed > NPCInfo->stats.runSpeed ) { NPC->client->ps.speed = NPCInfo->stats.runSpeed; } } moved = qtrue; } else { moved = NPC_MoveToGoal( qtrue ); } if ( moved && NPC->radius ) { vec3_t newPos; float curTurfRange, newTurfRange; curTurfRange = DistanceHorizontal( NPC->currentOrigin, NPC->s.origin ); VectorMA( NPC->currentOrigin, NPC->client->ps.speed/100.0f, NPC->client->ps.moveDir, newPos ); newTurfRange = DistanceHorizontal( newPos, NPC->s.origin ); if ( newTurfRange > NPC->radius && newTurfRange > curTurfRange ) {//would leave our range //stop NPC->client->ps.speed = 0.0f; VectorClear( NPC->client->ps.moveDir ); ucmd.forwardmove = ucmd.rightmove = 0; moved = qfalse; } } return (moved); //often erroneously returns false ??? something wrong with NAV...? } void SandCreature_Attack( qboolean miss ) { //FIXME: make it able to grab a thermal detonator, take it down, // then have it explode inside them, killing them // (or, do damage, making them stick half out of the ground and // screech for a bit, giving you a chance to run for it!) //FIXME: effect and sound //FIXME: shootable during this anim? if ( !NPC->enemy->client ) { NPC_SetAnim( NPC, SETANIM_LEGS, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); } else { NPC_SetAnim( NPC, SETANIM_LEGS, Q_irand( BOTH_ATTACK1, BOTH_ATTACK2 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); } //don't do anything else while in this anim TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer ); float playerDist = Distance( player->currentOrigin, NPC->currentOrigin ); if ( playerDist < 256 ) { //FIXME: tone this down CGCam_Shake( 0.75f*playerDist/128.0f, NPC->client->ps.legsAnimTimer ); } if ( miss ) {//purposely missed him, chance of knocking him down //FIXME: if, during the attack anim, I do end up catching him close to my mouth, then snatch him anyway... if ( NPC->enemy && NPC->enemy->client ) { vec3_t dir2Enemy; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, dir2Enemy ); if ( dir2Enemy[2] < 30 ) { dir2Enemy[2] = 30; } if ( g_spskill->integer > 0 ) { float enemyDist = VectorNormalize( dir2Enemy ); //FIXME: tone this down, smaller radius if ( enemyDist < 200 && NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) { float throwStr = ((200-enemyDist)*0.4f)+20; if ( throwStr > 45 ) { throwStr = 45; } G_Throw( NPC->enemy, dir2Enemy, throwStr ); if ( g_spskill->integer > 1 ) {//knock them down, too if ( NPC->enemy->health > 0 && Q_flrand( 50, 150 ) > enemyDist ) {//knock them down G_Knockdown( NPC->enemy, NPC, dir2Enemy, 300, qtrue ); if ( NPC->enemy->s.number < MAX_CLIENTS ) {//make the player look up at me vec3_t vAng; vectoangles( dir2Enemy, vAng ); VectorSet( vAng, AngleNormalize180(vAng[PITCH])*-1, NPC->enemy->client->ps.viewangles[YAW], 0 ); SetClientViewAngle( NPC->enemy, vAng ); } } } } } } } else { NPC->enemy->activator = NPC; // kind of dumb, but when we are locked to the Rancor, we are owned by it. NPC->activator = NPC->enemy;//remember him //this guy isn't going anywhere anymore NPC->enemy->contents = 0; NPC->enemy->clipmask = 0; if ( NPC->activator->client ) { NPC->activator->client->ps.SaberDeactivate(); NPC->activator->client->ps.eFlags |= EF_HELD_BY_SAND_CREATURE; if ( NPC->activator->health > 0 && NPC->activator->client ) { G_AddEvent( NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 ); NPC_SetAnim( NPC->activator, SETANIM_LEGS, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); NPC_SetAnim( NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TossClientItems( NPC ); if ( NPC->activator->NPC ) {//no more thinking for you NPC->activator->NPC->nextBStateThink = Q3_INFINITE; } } /* if ( !NPC->activator->s.number ) { cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_CDP|CG_OVERRIDE_3RD_PERSON_RNG); cg.overrides.thirdPersonCameraDamp = 0; cg.overrides.thirdPersonRange = 120; } */ } else { NPC->activator->s.eFlags |= EF_HELD_BY_SAND_CREATURE; } } } float SandCreature_EntScore( gentity_t *ent ) { float moveSpeed, dist; if ( ent->client ) { moveSpeed = VectorLengthSquared( ent->client->ps.velocity ); } else { moveSpeed = VectorLengthSquared( ent->s.pos.trDelta ); } dist = DistanceSquared( NPC->currentOrigin, ent->currentOrigin ); return (moveSpeed-dist); } void SandCreature_SeekEnt( gentity_t *bestEnt, float score ) { NPCInfo->enemyLastSeenTime = level.time; VectorCopy( bestEnt->currentOrigin, NPCInfo->enemyLastSeenLocation ); NPC_SetMoveGoal( NPC, NPCInfo->enemyLastSeenLocation, 0, qfalse ); if ( score > MIN_SCORE ) { NPC->enemy = bestEnt; } } void SandCreature_CheckMovingEnts( void ) { gentity_t *radiusEnts[ 128 ]; int numEnts; const float radius = NPCInfo->stats.earshot; int i; vec3_t mins, maxs; for ( i = 0; i < 3; i++ ) { mins[i] = NPC->currentOrigin[i] - radius; maxs[i] = NPC->currentOrigin[i] + radius; } numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, 128 ); int bestEnt = -1; float bestScore = 0; float checkScore; for ( i = 0; i < numEnts; i++ ) { if ( !radiusEnts[i]->inuse ) { continue; } if ( radiusEnts[i] == NPC ) {//Skip the rancor ent continue; } if ( radiusEnts[i]->client == NULL ) {//must be a client if ( radiusEnts[i]->s.eType != ET_MISSILE || radiusEnts[i]->s.weapon != WP_THERMAL ) {//not a thermal detonator continue; } } else { if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_RANCOR) ) {//can't be one being held continue; } if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_WAMPA) ) {//can't be one being held continue; } if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE) ) {//can't be one being held continue; } if ( (radiusEnts[i]->s.eFlags&EF_NODRAW) ) {//not if invisible continue; } if ( radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_WORLD ) {//not on the ground continue; } if ( radiusEnts[i]->client->NPC_class == CLASS_SAND_CREATURE ) { continue; } } if ( (radiusEnts[i]->flags&FL_NOTARGET) ) { continue; } /* if ( radiusEnts[i]->client && (radiusEnts[i]->client->NPC_class == CLASS_RANCOR || radiusEnts[i]->client->NPC_class == CLASS_ATST ) ) {//can't grab rancors or atst's continue; } */ checkScore = SandCreature_EntScore( radiusEnts[i] ); //FIXME: take mass into account too? What else? if ( checkScore > bestScore ) { bestScore = checkScore; bestEnt = i; } } if ( bestEnt != -1 ) { SandCreature_SeekEnt( radiusEnts[bestEnt], bestScore ); } } void SandCreature_SeekAlert( int alertEvent ) { alertEvent_t *alert = &level.alertEvents[alertEvent]; //FIXME: check for higher alert status or closer than last location? NPCInfo->enemyLastSeenTime = level.time; VectorCopy( alert->position, NPCInfo->enemyLastSeenLocation ); NPC_SetMoveGoal( NPC, NPCInfo->enemyLastSeenLocation, 0, qfalse ); } void SandCreature_CheckAlerts( void ) { if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) ) { int alertEvent = NPC_CheckAlertEvents( qfalse, qtrue, NPCInfo->lastAlertID, qfalse, AEL_MINOR, qtrue ); //There is an event to look at if ( alertEvent >= 0 ) { //if ( level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID ) { SandCreature_SeekAlert( alertEvent ); } } } } float SandCreature_DistSqToGoal( qboolean goalIsEnemy ) { float goalDistSq; if ( !NPCInfo->goalEntity || goalIsEnemy ) { if ( !NPC->enemy ) { return Q3_INFINITE; } NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity->client ) { goalDistSq = DistanceSquared( NPC->currentOrigin, NPCInfo->goalEntity->currentOrigin ); } else { vec3_t gOrg; VectorCopy( NPCInfo->goalEntity->currentOrigin, gOrg ); gOrg[2] -= (NPC->mins[2]-NPCInfo->goalEntity->mins[2]);//moves the gOrg up/down to make it's origin seem at the proper height as if it had my mins goalDistSq = DistanceSquared( NPC->currentOrigin, gOrg ); } return goalDistSq; } void SandCreature_Chase( void ) { if ( !NPC->enemy->inuse ) {//freed NPC->enemy = NULL; return; } if ( (NPC->svFlags&SVF_LOCKEDENEMY) ) {//always know where he is NPCInfo->enemyLastSeenTime = level.time; } if ( !(NPC->svFlags&SVF_LOCKEDENEMY) ) { if ( level.time-NPCInfo->enemyLastSeenTime > 10000 ) { NPC->enemy = NULL; return; } } if ( NPC->enemy->client ) { if ( (NPC->enemy->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE) || (NPC->enemy->client->ps.eFlags&EF_HELD_BY_RANCOR) || (NPC->enemy->client->ps.eFlags&EF_HELD_BY_WAMPA) ) {//was picked up by another monster, forget about him NPC->enemy = NULL; NPC->svFlags &= ~SVF_LOCKEDENEMY; return; } } //chase the enemy if ( NPC->enemy->client && NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_WORLD && !(NPC->svFlags&SVF_LOCKEDENEMY) ) {//off the ground! //FIXME: keep moving in the dir we were moving for a little bit... } else { float enemyScore = SandCreature_EntScore( NPC->enemy ); if ( enemyScore < MIN_SCORE && !(NPC->svFlags&SVF_LOCKEDENEMY) ) {//too slow or too far away } else { float moveSpeed; if ( NPC->enemy->client ) { moveSpeed = VectorLengthSquared( NPC->enemy->client->ps.velocity ); } else { moveSpeed = VectorLengthSquared( NPC->enemy->s.pos.trDelta ); } if ( moveSpeed ) {//he's still moving, update my goalEntity's origin SandCreature_SeekEnt( NPC->enemy, 0 ); NPCInfo->enemyLastSeenTime = level.time; } } } if ( (level.time-NPCInfo->enemyLastSeenTime) > 5000 && !(NPC->svFlags&SVF_LOCKEDENEMY) ) {//enemy hasn't moved in about 5 seconds, see if there's anything else of interest SandCreature_CheckAlerts(); SandCreature_CheckMovingEnts(); } float enemyDistSq = SandCreature_DistSqToGoal( qtrue ); //FIXME: keeps chasing goalEntity even when it's already reached it...? if ( enemyDistSq >= MIN_ATTACK_DIST_SQ//NPCInfo->goalEntity && && (level.time-NPCInfo->enemyLastSeenTime) <= 3000 ) {//sensed enemy (or something) less than 3 seconds ago ucmd.buttons &= ~BUTTON_WALKING; if ( SandCreature_Move() ) { SandCreature_MoveEffect(); } } else if ( (level.time-NPCInfo->enemyLastSeenTime) <= 5000 && !(NPC->svFlags&SVF_LOCKEDENEMY) ) {//NOTE: this leaves a 2-second dead zone in which they'll just sit there unless their enemy moves //If there is an event we might be interested in if we weren't still interested in our enemy if ( NPC_CheckAlertEvents( qfalse, qtrue, NPCInfo->lastAlertID, qfalse, AEL_MINOR, qtrue ) >= 0 ) {//just stir SandCreature_MoveEffect(); } } if ( enemyDistSq < MIN_ATTACK_DIST_SQ ) { if ( NPC->enemy->client ) { NPC->client->ps.viewangles[YAW] = NPC->enemy->client->ps.viewangles[YAW]; } if ( TIMER_Done( NPC, "breaching" ) ) { //okay to attack SandCreature_Attack( qfalse ); } } else if ( enemyDistSq < MAX_MISS_DIST_SQ && enemyDistSq > MIN_MISS_DIST_SQ && NPC->enemy->client && TIMER_Done( NPC, "breaching" ) && TIMER_Done( NPC, "missDebounce" ) && !VectorCompare( NPC->pos1, NPC->currentOrigin ) //so we don't come up again in the same spot && !Q_irand( 0, 10 ) ) { if ( !(NPC->svFlags&SVF_LOCKEDENEMY) ) { //miss them SandCreature_Attack( qtrue ); VectorCopy( NPC->currentOrigin, NPC->pos1 ); TIMER_Set( NPC, "missDebounce", Q_irand( 3000, 10000 ) ); } } } void SandCreature_Hunt( void ) { SandCreature_CheckAlerts(); SandCreature_CheckMovingEnts(); //If we have somewhere to go, then do that //FIXME: keeps chasing goalEntity even when it's already reached it...? if ( NPCInfo->goalEntity && SandCreature_DistSqToGoal( qfalse ) >= MIN_ATTACK_DIST_SQ ) { ucmd.buttons |= BUTTON_WALKING; if ( SandCreature_Move() ) { SandCreature_MoveEffect(); } } else { NPC_ReachedGoal(); } } void SandCreature_Sleep( void ) { SandCreature_CheckAlerts(); SandCreature_CheckMovingEnts(); //FIXME: keeps chasing goalEntity even when it's already reached it! if ( NPCInfo->goalEntity && SandCreature_DistSqToGoal( qfalse ) >= MIN_ATTACK_DIST_SQ ) { ucmd.buttons |= BUTTON_WALKING; if ( SandCreature_Move() ) { SandCreature_MoveEffect(); } } else { NPC_ReachedGoal(); } /* if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; //FIXME: Sand Creatures look silly using waypoints when they can go straight to the goal if ( SandCreature_Move() ) { SandCreature_MoveEffect(); } } */ } void SandCreature_PushEnts() { int numEnts; gentity_t* radiusEnts[128]; const float radius = 70; vec3_t mins, maxs; vec3_t smackDir; float smackDist; for (int i = 0; i < 3; i++ ) { mins[i] = NPC->currentOrigin[i] - radius; maxs[i] = NPC->currentOrigin[i] + radius; } numEnts = gi.EntitiesInBox(mins, maxs, radiusEnts, 128); for (int entIndex=0; entIndexclient || radiusEnts[entIndex]==NPC) { continue; } // Do The Vector Distance Test //----------------------------- VectorSubtract(radiusEnts[entIndex]->currentOrigin, NPC->currentOrigin, smackDir); smackDist = VectorNormalize(smackDir); if (smackDists.loopSound = 0; if ( NPC->health > 0 && TIMER_Done( NPC, "breaching" ) ) {//go back to non-solid mode if ( NPC->contents ) { NPC->contents = 0; } if ( NPC->clipmask == MASK_NPCSOLID ) { NPC->clipmask = CONTENTS_SOLID|CONTENTS_MONSTERCLIP; } if ( TIMER_Done( NPC, "speaking" ) ) { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/sand_creature/voice%d.mp3", Q_irand( 1, 3 ) ) ); TIMER_Set( NPC, "speaking", Q_irand( 3000, 10000 ) ); } } else {//still in breaching anim visible = qtrue; //FIXME: maybe push things up/away and maybe knock people down when doing this? //FIXME: don't turn while breaching? //FIXME: move faster while breaching? //NOTE: shaking now done whenever he moves } //FIXME: when in start and end of attack/pain anims, need ground disturbance effect around him // NOTENOTE: someone stubbed this code in, so I figured I'd use it. The timers are all weird, ie, magic numbers that sort of work, // but maybe I'll try and figure out real values later if I have time. if ( NPC->client->ps.legsAnim == BOTH_ATTACK1 || NPC->client->ps.legsAnim == BOTH_ATTACK2 ) {//FIXME: get start and end frame numbers for this effect for each of these anims vec3_t up={0,0,1}; vec3_t org; VectorCopy( NPC->currentOrigin, org ); org[2] -= 40; if ( NPC->client->ps.legsAnimTimer > 3700 ) { // G_PlayEffect( G_EffectIndex( "env/sand_dive" ), NPC->currentOrigin, up ); G_PlayEffect( G_EffectIndex( "env/sand_spray" ), org, up ); } else if ( NPC->client->ps.legsAnimTimer > 1600 && NPC->client->ps.legsAnimTimer < 1900 ) { G_PlayEffect( G_EffectIndex( "env/sand_spray" ), org, up ); } //G_PlayEffect( G_EffectIndex( "env/sand_attack_breach" ), org, up ); } if ( !TIMER_Done( NPC, "pain" ) ) { visible = qtrue; } else if ( !TIMER_Done( NPC, "attacking" ) ) { visible = qtrue; } else { if ( NPC->activator ) {//kill and remove the guy we ate //FIXME: want to play ...? What was I going to say? NPC->activator->health = 0; GEntity_DieFunc( NPC->activator, NPC, NPC, 1000, MOD_MELEE, 0, HL_NONE ); if ( NPC->activator->s.number ) { G_FreeEntity( NPC->activator ); } else {//can't remove the player, just make him invisible NPC->client->ps.eFlags |= EF_NODRAW; } NPC->activator = NPC->enemy = NPCInfo->goalEntity = NULL; } if ( NPC->enemy ) { SandCreature_Chase(); } else if ( (level.time - NPCInfo->enemyLastSeenTime) < 5000 )//FIXME: should make this able to be variable {//we were alerted recently, move towards there and look for footsteps, etc. SandCreature_Hunt(); } else {//no alerts, sleep and wake up only by alerts //FIXME: keeps chasing goalEntity even when it's already reached it! SandCreature_Sleep(); } } NPC_UpdateAngles( qtrue, qtrue ); if ( !visible ) { NPC->client->ps.eFlags |= EF_NODRAW; NPC->s.eFlags |= EF_NODRAW; } else { NPC->client->ps.eFlags &= ~EF_NODRAW; NPC->s.eFlags &= ~EF_NODRAW; SandCreature_PushEnts(); } } //FIXME: need pain behavior of sticking up through ground, writhing and screaming //FIXME: need death anim like pain, but flopping aside and staying above ground...