mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-12-11 04:40:52 +00:00
197 lines
No EOL
5.5 KiB
C++
197 lines
No EOL
5.5 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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//custom anims:
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//both_attack1 - running attack
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//both_attack2 - crouched attack
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//both_attack3 - standing attack
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//both_stand1idle1 - idle
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//both_crouch2stand1 - uncrouch
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//both_death4 - running death
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#define ASSASSIN_SHIELD_SIZE 75
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#define TURN_ON 0x00000000
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#define TURN_OFF 0x00000100
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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bool BubbleShield_IsOn()
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{
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return (NPC->flags&FL_SHIELDED);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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void BubbleShield_TurnOn()
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{
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if (!BubbleShield_IsOn())
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{
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NPC->flags |= FL_SHIELDED;
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NPC->client->ps.powerups[PW_GALAK_SHIELD] = Q3_INFINITE;
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gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "force_shield", TURN_ON );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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void BubbleShield_TurnOff()
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{
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if ( BubbleShield_IsOn())
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{
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NPC->flags &= ~FL_SHIELDED;
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NPC->client->ps.powerups[PW_GALAK_SHIELD] = 0;
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gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "force_shield", TURN_OFF );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// Push A Particular Ent
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////////////////////////////////////////////////////////////////////////////////////////
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void BubbleShield_PushEnt(gentity_t* pushed, vec3_t smackDir)
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{
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G_Damage(pushed, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE);
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G_Throw(pushed, smackDir, 10);
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// Make Em Electric
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//------------------
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pushed->s.powerups |= (1 << PW_SHOCKED);
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if (pushed->client)
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{
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pushed->client->ps.powerups[PW_SHOCKED] = level.time + 1000;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// Go Through All The Ents Within The Radius Of The Shield And Push Them
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////////////////////////////////////////////////////////////////////////////////////////
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void BubbleShield_PushRadiusEnts()
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{
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int numEnts;
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gentity_t* radiusEnts[128];
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const float radius = ASSASSIN_SHIELD_SIZE;
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vec3_t mins, maxs;
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vec3_t smackDir;
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float smackDist;
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for (int i = 0; i < 3; i++ )
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{
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mins[i] = NPC->currentOrigin[i] - radius;
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maxs[i] = NPC->currentOrigin[i] + radius;
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}
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numEnts = gi.EntitiesInBox(mins, maxs, radiusEnts, 128);
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for (int entIndex=0; entIndex<numEnts; entIndex++)
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{
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// Only Clients
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//--------------
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if (!radiusEnts[entIndex] || !radiusEnts[entIndex]->client)
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{
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continue;
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}
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// Don't Push Away Other Assassin Droids
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//---------------------------------------
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if (radiusEnts[entIndex]->client->NPC_class==NPC->client->NPC_class)
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{
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continue;
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}
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// Should Have Already Pushed The Enemy If He Touched Us
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//-------------------------------------------------------
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if (NPC->enemy && NPCInfo->touchedByPlayer==NPC->enemy && radiusEnts[entIndex]==NPC->enemy)
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{
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continue;
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}
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// Do The Vector Distance Test
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//-----------------------------
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VectorSubtract(radiusEnts[entIndex]->currentOrigin, NPC->currentOrigin, smackDir);
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smackDist = VectorNormalize(smackDir);
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if (smackDist<radius)
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{
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BubbleShield_PushEnt(radiusEnts[entIndex], smackDir);
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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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void BubbleShield_Update()
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{
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// Shields Go When You Die
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//-------------------------
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if (NPC->health<=0)
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{
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if (BubbleShield_IsOn())
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{
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BubbleShield_TurnOff();
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}
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return;
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}
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// Recharge Shields
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//------------------
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NPC->client->ps.stats[STAT_ARMOR] += 1;
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if (NPC->client->ps.stats[STAT_ARMOR]>250)
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{
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NPC->client->ps.stats[STAT_ARMOR] = 250;
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}
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// If We Have Enough Armor And Are Not Shooting Right Now, Kick The Shield On
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//----------------------------------------------------------------------------
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if (NPC->client->ps.stats[STAT_ARMOR]>100 && TIMER_Done(NPC, "ShieldsDown"))
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{
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// Check On Timers To Raise And Lower Shields
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//--------------------------------------------
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if ((level.time - NPCInfo->enemyLastSeenTime)<1000 && TIMER_Done(NPC, "ShieldsUp"))
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{
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TIMER_Set(NPC, "ShieldsDown", 2000); // Drop Shields
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TIMER_Set(NPC, "ShieldsUp", Q_irand(4000, 5000)); // Then Bring Them Back Up For At Least 3 sec
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}
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BubbleShield_TurnOn();
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if (BubbleShield_IsOn())
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{
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// Update Our Shader Value
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//-------------------------
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NPC->client->renderInfo.customRGBA[0] =
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NPC->client->renderInfo.customRGBA[1] =
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NPC->client->renderInfo.customRGBA[2] =
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NPC->client->renderInfo.customRGBA[3] = (NPC->client->ps.stats[STAT_ARMOR] - 100);
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// If Touched By An Enemy, ALWAYS Shove Them
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//-------------------------------------------
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if (NPC->enemy && NPCInfo->touchedByPlayer==NPC->enemy)
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{
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vec3_t dir;
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VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, dir);
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VectorNormalize(dir);
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BubbleShield_PushEnt(NPC->enemy, dir);
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}
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// Push Anybody Else Near
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//------------------------
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BubbleShield_PushRadiusEnts();
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}
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}
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// Shields Gone
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//--------------
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else
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{
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BubbleShield_TurnOff();
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}
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} |