mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-14 17:01:14 +00:00
3101 lines
81 KiB
C++
3101 lines
81 KiB
C++
//b_spawn.cpp
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//added by MCG
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "anims.h"
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#include "g_functions.h"
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#include "g_icarus.h"
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#include "wp_saber.h"
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extern cvar_t *g_sex;
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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 G_MatchPlayerWeapon( gentity_t *ent );
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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 Q3_DebugPrint( int level, const char *format, ... );
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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 WP_SaberInitBladeData( gentity_t *ent );
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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 int WP_SetSaberModel( gclient_t *client, class_t npcClass );
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#define NSF_DROP_TO_FLOOR 16
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//void HirogenAlpha_Precache( void );
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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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painFunc_t NPC_PainFunc( gentity_t *ent )
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{
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painFunc_t func;
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if ( ent->client->ps.weapon == WP_SABER )
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{
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func = painF_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 = painF_NPC_ST_Pain;
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break;
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case CLASS_SEEKER:
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func = painF_NPC_Seeker_Pain;
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break;
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case CLASS_REMOTE:
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func = painF_NPC_Remote_Pain;
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break;
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case CLASS_MINEMONSTER:
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func = painF_NPC_MineMonster_Pain;
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break;
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case CLASS_HOWLER:
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func = painF_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 = painF_NPC_Droid_Pain;
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break;
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case CLASS_PROBE:
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func = painF_NPC_Probe_Pain;
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break;
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case CLASS_SENTRY:
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func = painF_NPC_Sentry_Pain;
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break;
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case CLASS_MARK1:
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func = painF_NPC_Mark1_Pain;
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break;
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case CLASS_MARK2:
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func = painF_NPC_Mark2_Pain;
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break;
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case CLASS_ATST:
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func = painF_NPC_ATST_Pain;
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break;
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case CLASS_GALAKMECH:
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func = painF_NPC_GM_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 = painF_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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touchFunc_t NPC_TouchFunc( gentity_t *ent )
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{
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return touchF_NPC_Touch;
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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 );
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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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//***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 TEAM_PLAYER:
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//ent->flags |= FL_NO_KNOCKBACK;
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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->svFlags |= SVF_CUSTOM_GRAVITY;
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ent->NPC->stats.moveType = MT_FLYSWIM;
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ent->count = 30; // SEEKER shot ammo count
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return;
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}
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else 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->ps.saberActive = qfalse;
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ent->client->ps.saberLength = 0;
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WP_SaberInitBladeData( ent );
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G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saberModel );
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ent->client->enemyTeam = TEAM_ENEMY;
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WP_InitForcePowers( ent );
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Jedi_ClearTimers( ent );
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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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if (ent->client->ps.weapon != WP_NONE)
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{
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G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl );
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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->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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ent->NPC->defaultBehavior = BS_FOLLOW_LEADER;
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ent->client->leader = &g_entities[0];
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}
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break;
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case TEAM_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->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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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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}
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break;
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case TEAM_ENEMY:
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{
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ent->NPC->defaultBehavior = BS_DEFAULT;
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if ( ent->client->NPC_class == CLASS_SHADOWTROOPER )
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{//FIXME: a spawnflag?
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Jedi_Cloak( ent );
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}
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if( ent->client->NPC_class == CLASS_TAVION ||
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ent->client->NPC_class == CLASS_REBORN ||
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ent->client->NPC_class == CLASS_DESANN ||
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ent->client->NPC_class == CLASS_SHADOWTROOPER )
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{
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ent->client->ps.saberActive = qfalse;
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ent->client->ps.saberLength = 0;
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WP_SaberInitBladeData( ent );
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G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saberModel );
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WP_InitForcePowers( ent );
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ent->client->enemyTeam = TEAM_PLAYER;
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Jedi_ClearTimers( ent );
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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 if( ent->client->NPC_class == CLASS_PROBE || ent->client->NPC_class == CLASS_REMOTE ||
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ent->client->NPC_class == CLASS_INTERROGATOR || ent->client->NPC_class == CLASS_SENTRY)
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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->svFlags |= SVF_CUSTOM_GRAVITY;
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ent->NPC->stats.moveType = MT_FLYSWIM;
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}
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else
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{
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G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl );
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switch ( ent->client->ps.weapon )
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{
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case WP_BRYAR_PISTOL:
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break;
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case WP_BLASTER_PISTOL:
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break;
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case WP_DISRUPTOR:
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//Sniper
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ent->NPC->scriptFlags |= SCF_ALT_FIRE;//FIXME: use primary fire sometimes? Up close? Different class of NPC?
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break;
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case WP_BOWCASTER:
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break;
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case WP_REPEATER:
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//machine-gunner
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break;
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case WP_DEMP2:
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break;
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case WP_FLECHETTE:
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//shotgunner
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if ( !Q_stricmp( "stofficeralt", ent->NPC_type ) )
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{
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ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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}
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break;
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case WP_ROCKET_LAUNCHER:
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break;
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case WP_THERMAL:
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//Gran, use main, bouncy fire
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// ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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break;
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case WP_MELEE:
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break;
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default:
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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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//FIXME: not necc. a ST
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ST_ClearTimers( ent );
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if ( ent->NPC->rank >= RANK_COMMANDER )
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{//commanders use alt-fire
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ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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}
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if ( !Q_stricmp( "rodian2", ent->NPC_type ) )
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{
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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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if ( !Q_stricmp( "galak_mech", ent->NPC_type ) )
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{//starts with armor
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NPC_GalakMech_Init( ent );
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}
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}
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}
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break;
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default:
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break;
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}
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if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_MARK1 ) // chris/steve/kevin requested that the mark1 be shielded also
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{
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ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
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}
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}
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/*
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-------------------------
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NPC_WeaponsForTeam
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-------------------------
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*/
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int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type )
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{
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//*** not sure how to handle this, should I pass in class instead of team and go from there? - dmv
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switch(team)
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{
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// no longer exists
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// case TEAM_BORG:
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// break;
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// case TEAM_HIROGEN:
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// if( Q_stricmp( "hirogenalpha", NPC_type ) == 0 )
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// return ( 1 << WP_BLASTER);
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//Falls through
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// case TEAM_KLINGON:
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//NOTENOTE: Falls through
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// case TEAM_IMPERIAL:
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case TEAM_ENEMY:
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if ( Q_stricmp( "tavion", NPC_type ) == 0 ||
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Q_strncmp( "reborn", NPC_type, 6 ) == 0 ||
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Q_stricmp( "desann", NPC_type ) == 0 ||
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Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
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return ( 1 << WP_SABER);
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// return ( 1 << WP_IMPERIAL_BLADE);
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//NOTENOTE: Falls through if not a knife user
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// case TEAM_SCAVENGERS:
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// case TEAM_MALON:
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//FIXME: default weapon in npc config?
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if ( Q_strncmp( "stofficer", NPC_type, 9 ) == 0 )
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{
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return ( 1 << WP_FLECHETTE);
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}
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if ( Q_stricmp( "stcommander", NPC_type ) == 0 )
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{
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return ( 1 << WP_REPEATER);
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}
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if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 )
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{
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return ( 1 << WP_FLECHETTE);
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}
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if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 )
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{
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return ( 1 << WP_REPEATER);
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}
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if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 )
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{
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return ( 1 << WP_ROCKET_LAUNCHER);
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}
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if ( Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
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{
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return ( 1 << WP_SABER);//|( 1 << WP_RAPID_CONCUSSION)?
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}
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if ( Q_stricmp( "imperial", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER_PISTOL);
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}
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if ( Q_strncmp( "impworker", NPC_type, 9 ) == 0 )
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{
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return ( 1 << WP_BLASTER_PISTOL);
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}
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if ( Q_stricmp( "stormpilot", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER_PISTOL);
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}
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if ( Q_stricmp( "galak", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER);
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}
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if ( Q_stricmp( "galak_mech", NPC_type ) == 0 )
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{
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return ( 1 << WP_REPEATER);
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}
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if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 )
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{
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return WP_NONE;
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}
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if ( Q_stricmp( "granshooter", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER);
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}
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if ( Q_stricmp( "granboxer", NPC_type ) == 0 )
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{
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return ( 1 << WP_MELEE);
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}
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if ( Q_strncmp( "gran", NPC_type, 4 ) == 0 )
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{
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return (( 1 << WP_THERMAL)|( 1 << WP_MELEE));
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}
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if ( Q_stricmp( "rodian", NPC_type ) == 0 )
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{
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return ( 1 << WP_DISRUPTOR);
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}
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if ( Q_stricmp( "rodian2", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER);
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}
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if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_strncmp( "protocol",NPC_type,8) == 0) )
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{
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return WP_NONE;
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}
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if ( Q_strncmp( "weequay", NPC_type, 7 ) == 0 )
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{
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return ( 1 << WP_BOWCASTER);//|( 1 << WP_STAFF )(FIXME: new weap?)
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}
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if ( Q_stricmp( "impofficer", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER);
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}
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if ( Q_stricmp( "impcommander", NPC_type ) == 0 )
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{
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return ( 1 << WP_BLASTER);
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}
|
|
if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 ))
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmp( "remote", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER );
|
|
}
|
|
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));
|
|
}
|
|
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmp( "minemonster", NPC_type ) == 0 )
|
|
{
|
|
return (( 1 << WP_MELEE));
|
|
}
|
|
if ( Q_stricmp( "howler", NPC_type ) == 0 )
|
|
{
|
|
return (( 1 << WP_MELEE));
|
|
}
|
|
//Stormtroopers, etc.
|
|
return ( 1 << WP_BLASTER);
|
|
break;
|
|
|
|
case TEAM_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);
|
|
|
|
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);
|
|
}
|
|
|
|
if ( Q_stricmp( "MonMothma", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
|
|
//rebel
|
|
return ( 1 << WP_BLASTER);
|
|
break;
|
|
|
|
case TEAM_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_MELEE);
|
|
// break;
|
|
|
|
// case TEAM_STASIS:
|
|
// return ( 1 << WP_MELEE);
|
|
// 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 weapons = NPC_WeaponsForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
|
|
|
|
// these teams are gone now anyway, plus all team stuff should be read in from the config file
|
|
/*
|
|
switch ( ent->client->playerTeam )
|
|
{
|
|
case TEAM_KLINGON:
|
|
case TEAM_MALON:
|
|
case TEAM_HIROGEN:
|
|
case TEAM_IMPERIAL:
|
|
ent->client->playerTeam = TEAM_SCAVENGERS;
|
|
break;
|
|
}
|
|
*/
|
|
|
|
ent->client->ps.stats[STAT_WEAPONS] = 0;
|
|
for ( int 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
|
|
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_MELEE )
|
|
{
|
|
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_MELEE )
|
|
{
|
|
// This will never override saber as best weap. Also will override WP_MELEE if something better comes later in the list
|
|
bestWeap = curWeap;
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->client->ps.weapon = bestWeap;
|
|
ent->client->ps.weaponstate = WEAPON_IDLE;
|
|
ChangeWeapon( ent, 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)
|
|
{
|
|
/*
|
|
gentity_t *tent;
|
|
|
|
// NOTE: Make sure any effects called here have their models, tga's and sounds precached in
|
|
// CG_RegisterNPCEffects in cg_player.cpp
|
|
switch( ent->client->playerTeam )
|
|
{
|
|
case TEAM_BORG:
|
|
// FX_BorgTeleport( ent->client->ps.origin );
|
|
break;
|
|
|
|
case TEAM_PARASITE:
|
|
case TEAM_BOTS:
|
|
default:
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// NPC_SetFX_SpawnStates
|
|
//
|
|
// Set up any special parms for spawn effects
|
|
//--------------------------------------------------------------
|
|
void NPC_SetFX_SpawnStates( gentity_t *ent )
|
|
{
|
|
|
|
// stasis, 8472, etc no longer exist. However if certain NPC's need customized spawn effects, use
|
|
// NPC_class instead of TEAM_
|
|
/*
|
|
// -Etherians -------
|
|
if ( ent->client->playerTeam == TEAM_STASIS )
|
|
{
|
|
ent->svFlags |= SVF_CUSTOM_GRAVITY;
|
|
ent->client->ps.gravity = 300;
|
|
|
|
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
|
|
ent->fx_time = level.time;
|
|
ent->s.eFlags |= EF_SCALE_UP;
|
|
ent->client->ps.eFlags |= EF_SCALE_UP;
|
|
// Make it really small to start with
|
|
VectorSet( ent->->s.modelScale, 0.001,0.001,0.001 );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
ent->client->ps.gravity = g_gravity->value;
|
|
}
|
|
/*
|
|
// -Hunterseeker -------
|
|
if ( !Q_stricmp( ent->NPC_type, "hunterseeker" ) )
|
|
{
|
|
// Set the custom banking flag
|
|
ent->s.eFlags |= EF_BANK_STRAFE;
|
|
ent->client->ps.eFlags |= EF_BANK_STRAFE;
|
|
}
|
|
|
|
// -8472 -------
|
|
if ( ent->client->playerTeam == TEAM_8472 )
|
|
{
|
|
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
|
|
ent->fx_time = level.time;
|
|
ent->s.eFlags |= EF_SCALE_UP;
|
|
ent->client->ps.eFlags |= EF_SCALE_UP;
|
|
// Make it really small to start with
|
|
VectorSet( ent->s.modelScale, 0.001,0.001,1 );
|
|
}
|
|
|
|
// -Forge -----
|
|
if ( ent->client->playerTeam == TEAM_FORGE )
|
|
{
|
|
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
|
|
ent->fx_time = level.time;
|
|
ent->s.eFlags |= EF_SCALE_UP;
|
|
ent->client->ps.eFlags |= EF_SCALE_UP;
|
|
// Make it really small to start with
|
|
VectorSet( ent->s.modelScale, 0.001,0.001,1 );
|
|
}
|
|
*/
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
extern qboolean stop_icarus;
|
|
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( SpotWouldTelefrag( ent, TEAM_FREE ) )//(team_t)(ent->client->playerTeam)
|
|
{
|
|
if ( ent->wait < 0 )
|
|
{//remove yourself
|
|
Q3_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->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
ent->nextthink = level.time + 100;
|
|
}
|
|
else
|
|
{
|
|
Q3_DebugPrint( WL_DEBUG, "NPC %s could not spawn, waiting %4.2 secs to try again\n", ent->targetname, ent->wait/1000.0f );
|
|
ent->e_ThinkFunc = thinkF_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
|
|
{
|
|
ent->max_health = 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
|
|
}
|
|
|
|
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->NPC->stats.health;
|
|
}
|
|
else
|
|
{
|
|
ent->max_health = 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;
|
|
SetInUse(ent);
|
|
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->contents = CONTENTS_BODY;
|
|
ent->clipmask = MASK_NPCSOLID;
|
|
}
|
|
else
|
|
{
|
|
ent->contents = 0;
|
|
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
|
|
}
|
|
if(!ent->NPC->stats.moveType)//Static?
|
|
{
|
|
ent->NPC->stats.moveType = MT_RUNJUMP;
|
|
}
|
|
ent->e_DieFunc = dieF_player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 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;
|
|
|
|
NPC_SetWeapons(ent);
|
|
|
|
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.eFlags |= EF_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 );
|
|
gi.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;
|
|
|
|
// set default animations
|
|
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
|
|
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->e_PainFunc = NPC_PainFunc( ent ); //painF_NPC_Pain;
|
|
ent->e_TouchFunc = 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
|
|
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
|
|
|
|
ent->client->ps.eFlags |= EF_NPC;
|
|
ent->e_UseFunc = useF_NPC_Use;
|
|
ent->e_ThinkFunc = thinkF_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->max_health;
|
|
}
|
|
else
|
|
{
|
|
client->ps.stats[STAT_HEALTH] = ent->max_health = ent->health;
|
|
}
|
|
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 ) )
|
|
{
|
|
if( ent->taskManager && !stop_icarus )
|
|
{
|
|
ent->taskManager->Update();
|
|
}
|
|
}
|
|
|
|
VectorCopy( ent->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 );
|
|
|
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
|
|
|
if ( ent->NPC->aiFlags & NPCAI_MATCHPLAYERWEAPON )
|
|
{
|
|
G_MatchPlayerWeapon( ent );
|
|
}
|
|
|
|
ClientThink( ent->s.number, &ucmd );
|
|
|
|
gi.linkentity( ent );
|
|
|
|
if ( ent->client->playerTeam == TEAM_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++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gNPC_t *New_NPC_t()
|
|
{
|
|
gNPC_t *ptr = (gNPC_t *)G_Alloc (sizeof(gNPC_t));
|
|
|
|
if (ptr)
|
|
{
|
|
// clear it...
|
|
//
|
|
memset(ptr, 0, sizeof( *ptr ) );
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_StasisSpawn_Go
|
|
-------------------------
|
|
*/
|
|
/*
|
|
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
|
|
{
|
|
//Setup an owner pointer if we need it
|
|
if VALIDSTRING( ent->ownername )
|
|
{
|
|
ent->owner = G_Find( NULL, FOFS( targetname ), ent->ownername );
|
|
|
|
if ( ( ent->owner ) && ( ent->owner->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;
|
|
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, ent->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
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_Spawn_Go( gentity_t *ent )
|
|
{
|
|
gentity_t *newent;
|
|
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->currentOrigin, saveOrg );
|
|
VectorCopy( ent->currentOrigin, bottom );
|
|
bottom[2] = MIN_WORLD_COORD;
|
|
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->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->e_UseFunc = useF_NULL;//never again
|
|
//FIXME: why not remove me...? Because of all the string pointers? Just do G_NewStrings?
|
|
}
|
|
}
|
|
|
|
newent = G_Spawn();
|
|
|
|
if ( newent == NULL )
|
|
{
|
|
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
|
|
|
|
goto finish;
|
|
return;
|
|
}
|
|
|
|
newent->svFlags |= SVF_NPC;
|
|
newent->fullName = ent->fullName;
|
|
|
|
newent->NPC = New_NPC_t();
|
|
if ( newent->NPC == NULL )
|
|
{
|
|
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Alloc NPC failed\n" );
|
|
goto finish;
|
|
return;
|
|
}
|
|
|
|
newent->NPC->tempGoal = G_Spawn();
|
|
|
|
if ( newent->NPC->tempGoal == NULL )
|
|
{
|
|
newent->NPC = NULL;
|
|
goto finish;
|
|
return;
|
|
}
|
|
|
|
newent->NPC->tempGoal->classname = "NPC_goal";
|
|
newent->NPC->tempGoal->owner = newent;
|
|
newent->NPC->tempGoal->svFlags |= SVF_NOCLIENT;
|
|
|
|
newent->client = (gclient_s *)G_Alloc (sizeof(gclient_s));
|
|
|
|
if ( newent->client == NULL )
|
|
{
|
|
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Alloc client failed\n" );
|
|
goto finish;
|
|
return;
|
|
}
|
|
|
|
memset ( newent->client, 0, sizeof(*newent->client) );
|
|
|
|
//==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;
|
|
}
|
|
|
|
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 ( !NPC_ParseParms( ent->NPC_type, newent ) )
|
|
{
|
|
gi.Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
|
|
G_FreeEntity( newent );
|
|
goto finish;
|
|
return;
|
|
}
|
|
|
|
if ( ent->NPC_type )
|
|
{
|
|
if ( !Q_stricmp( ent->NPC_type, "kyle" ) )
|
|
{
|
|
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].svFlags & SVF_NPC) && g_entities[n].client)
|
|
{
|
|
VectorCopy(g_entities[n].s.origin, newent->s.origin);
|
|
newent->client->playerTeam = 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
|
|
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;
|
|
gi.unlinkentity(newent);
|
|
|
|
VectorCopy(ent->s.origin, newent->s.origin);
|
|
VectorCopy(ent->s.origin, newent->client->ps.origin);
|
|
VectorCopy(ent->s.origin, newent->currentOrigin);
|
|
G_SetOrigin(newent, ent->s.origin);//just to be sure!
|
|
|
|
VectorCopy(ent->s.angles, newent->s.angles);
|
|
VectorCopy(ent->s.angles, newent->currentAngles);
|
|
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
|
|
newent->NPC->desiredYaw =ent->s.angles[YAW];
|
|
|
|
gi.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_PLAYER;
|
|
|
|
//FIXME: Call CopyParms
|
|
if ( ent->parms )
|
|
{
|
|
for ( int 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->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->currentOrigin, 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->e_ThinkFunc = thinkF_NPC_Begin;
|
|
newent->nextthink = level.time + FRAMETIME;
|
|
NPC_DefaultScriptFlags( newent );
|
|
|
|
gi.linkentity (newent);
|
|
|
|
if(ent->e_UseFunc == useF_NULL)
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
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->currentOrigin, 24, forward, end );
|
|
VectorMA( ent->currentOrigin, -20, forward, start );
|
|
|
|
start[2] += 64;
|
|
|
|
taper = qtrue;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->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->e_ThinkFunc = thinkF_NPC_ShySpawn;
|
|
|
|
if ( DistanceSquared( g_entities[0].currentOrigin, ent->currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
|
|
return;
|
|
|
|
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
|
|
if ( (NPC_ClearLOS( &g_entities[0], ent->currentOrigin )) )
|
|
return;
|
|
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
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->e_ThinkFunc = thinkF_NPC_ShySpawn;
|
|
else
|
|
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
|
|
|
|
ent->nextthink = level.time + ent->delay;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->spawnflags & 2048 ) // SHY
|
|
NPC_ShySpawn( ent );
|
|
else
|
|
NPC_Spawn_Go( ent );
|
|
}
|
|
}
|
|
|
|
/*QUAK-ED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 32) 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
|
|
|
|
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
|
|
*/
|
|
//void NPC_PrecacheModels ( char *NPCName );
|
|
extern qboolean spawning; // the G_Spawn*() functions are valid (only turned on during one function)
|
|
void SP_NPC_spawner( gentity_t *self)
|
|
{
|
|
extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
if ( self->delay > 0 )
|
|
{
|
|
self->svFlags |= SVF_NPC_PRECACHE;
|
|
}
|
|
|
|
//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 );
|
|
|
|
if ( self->targetname )
|
|
{//Wait for triggering
|
|
self->e_UseFunc = useF_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 )
|
|
{//in entity spawn stage - map starting up
|
|
self->e_ThinkFunc = thinkF_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
|
|
}
|
|
|
|
//Characters
|
|
|
|
//STAR WARS NPCs============================================================================
|
|
/*QUAKED NPC_***** (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_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_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_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_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_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 ) );
|
|
}
|
|
}
|
|
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 );
|
|
}
|
|
|
|
//=============================================================================================
|
|
//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)
|
|
{
|
|
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
|
|
*/
|
|
|
|
static void NPC_Spawn_f(void)
|
|
{
|
|
gentity_t *NPCspawner = G_Spawn();
|
|
vec3_t forward, end;
|
|
trace_t trace;
|
|
|
|
if(!NPCspawner)
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
|
|
return;
|
|
}
|
|
|
|
NPCspawner->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
NPCspawner->nextthink = level.time + FRAMETIME;
|
|
|
|
const char *npc_type = gi.argv( 2 );
|
|
if (!*npc_type )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Error, expected:\n NPC spawn [NPC type (from NCPCs.cfg)]\n" );
|
|
return;
|
|
}
|
|
|
|
//Spawn it at spot of first player
|
|
//FIXME: will gib them!
|
|
AngleVectors(g_entities[0].client->ps.viewangles, forward, NULL, NULL);
|
|
VectorNormalize(forward);
|
|
VectorMA(g_entities[0].currentOrigin, 64, forward, end);
|
|
gi.trace(&trace, g_entities[0].currentOrigin, NULL, NULL, end, 0, MASK_SOLID);
|
|
VectorCopy(trace.endpos, end);
|
|
end[2] -= 24;
|
|
gi.trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID);
|
|
VectorCopy(trace.endpos, end);
|
|
end[2] += 24;
|
|
G_SetOrigin(NPCspawner, end);
|
|
VectorCopy(NPCspawner->currentOrigin, NPCspawner->s.origin);
|
|
//set the yaw so that they face away from player
|
|
NPCspawner->s.angles[1] = g_entities[0].client->ps.viewangles[1];
|
|
|
|
gi.linkentity(NPCspawner);
|
|
|
|
NPCspawner->NPC_type = G_NewString( npc_type );
|
|
NPCspawner->NPC_targetname = G_NewString(gi.argv( 3 ));
|
|
|
|
NPCspawner->count = 1;
|
|
|
|
NPCspawner->delay = 0;
|
|
|
|
//NPCspawner->spawnflags |= SFB_NOTSOLID;
|
|
|
|
//NPCspawner->playerTeam = TEAM_FREE;
|
|
//NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
|
|
//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();
|
|
}
|
|
|
|
NPC_Spawn( NPCspawner, NPCspawner, NPCspawner );
|
|
}
|
|
|
|
/*
|
|
NPC_Kill_f
|
|
*/
|
|
|
|
void NPC_Kill_f( void )
|
|
{
|
|
int n;
|
|
gentity_t *player;
|
|
char *name;
|
|
team_t killTeam = TEAM_FREE;
|
|
qboolean killNonSF = qfalse;
|
|
|
|
name = gi.argv( 2 );
|
|
|
|
if ( !*name || !name[0] )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Error, Expected:\n");
|
|
gi.Printf( S_COLOR_RED"NPC kill '[NPC targetname]' - kills NPCs with certain targetname\n" );
|
|
gi.Printf( S_COLOR_RED"or\n" );
|
|
gi.Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
|
|
gi.Printf( S_COLOR_RED"or\n" );
|
|
gi.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 )
|
|
{
|
|
name = gi.argv( 3 );
|
|
|
|
if ( !*name || !name[0] )
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
|
|
gi.Printf( S_COLOR_RED"Valid team names are:\n");
|
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s\n", TeamNames[n] );
|
|
}
|
|
gi.Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
|
|
return;
|
|
}
|
|
|
|
if ( Q_stricmp( "nonally", name ) == 0 )
|
|
{
|
|
killNonSF = qtrue;
|
|
}
|
|
else
|
|
{
|
|
killTeam = TranslateTeamName( name );
|
|
|
|
if ( killTeam == TEAM_FREE )
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
|
|
gi.Printf( S_COLOR_RED"Valid team names are:\n");
|
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s\n", TeamNames[n] );
|
|
}
|
|
gi.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 != TEAM_PLAYER )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
|
player->health = 0;
|
|
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
|
|
{//A spawner, remove it
|
|
gi.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 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
|
player->health = 0;
|
|
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|
|
|| Q_stricmp( name, "all" ) == 0 )
|
|
{
|
|
gi.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;
|
|
GEntity_DieFunc(player, player, player, 100, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
else if ( player && (player->svFlags&SVF_NPC_PRECACHE) )
|
|
{//a spawner
|
|
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s named %s\n", player->NPC_type, player->targetname );
|
|
G_FreeEntity( player );
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_PrintScore( gentity_t *ent )
|
|
{
|
|
gi.Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
|
|
}
|
|
|
|
/*
|
|
Svcmd_NPC_f
|
|
|
|
parse and dispatch bot commands
|
|
*/
|
|
qboolean showBBoxes = qfalse;
|
|
void Svcmd_NPC_f( void )
|
|
{
|
|
char *cmd;
|
|
|
|
cmd = gi.argv( 1 );
|
|
|
|
if ( !*cmd )
|
|
{
|
|
gi.Printf( "Valid NPC commands are:\n" );
|
|
gi.Printf( " spawn [NPC type (from NCPCs.cfg)]\n" );
|
|
gi.Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
|
|
gi.Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
|
|
gi.Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
|
|
}
|
|
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
|
|
{
|
|
NPC_Spawn_f();
|
|
}
|
|
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 = gi.argv(2);
|
|
gentity_t *ent = NULL;
|
|
|
|
if ( !cmd2 || !cmd2[0] )
|
|
{//Show the score for all NPCs
|
|
gi.Printf( "SCORE LIST:\n" );
|
|
for ( int 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
|
|
{
|
|
gi.Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
|
|
}
|
|
}
|
|
}
|
|
}
|