891 lines
24 KiB
C
891 lines
24 KiB
C
//g_rope.c
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//
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// In game, animating rope
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#include "g_local.h"
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#include "vector.h"
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#include "random.h"
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#include "timing.h" // for time based sway
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#include "p_main.h"
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#include "p_anims.h"
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#include "fx.h"
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#include "p_anim_branch.h"
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#include "utilities.h"
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#include "p_animactor.h"
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#include "m_chicken_anim.h"
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#include "cl_strings.h"
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#define CHICKEN_KNOCKBACK 1
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#define ROPE_SEGMENT_LENGTH 16
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#define ROPE_MAX_SEGMENTS 256
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#define ROPEFLAG_VINE 1
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#define ROPEFLAG_CHAIN 2
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#define ROPEFLAG_TENDRIL 4
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#define ROPEFLAG_HANGING_CHICKEN 8
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//Correspondes with the model index on the client side DIRECTLY, ie DON'T CHANGE!
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enum {
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RM_ROPE = 0,
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RM_CHAIN,
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RM_VINE,
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RM_TENDRIL
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};
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/*QUAKED obj_rope (.3 .2 .8) ? VINE CHAIN TENDRIL HANGING_CHICKEN
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A rope to climb or swing (default to rope model)
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Place the top of the entity at the top of the rope, and drag
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the bottom of the box to the end of the rope
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THE ENTITY MUST HAVE AN ORIGIN BRUSH
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------------ FIELDS -------------
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ROPE (default)
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VINE - use a vine model
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CHAIN - use a chain model
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TENDRIL - use a tendril model
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------------- KEYS --------------
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-----------------------------------
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*/
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//============================================
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//SIR NATE
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//============================================
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#define NATE_HEALTH 10000
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enum//instructions
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{
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NATE_INSTRUCTION_SWIPE = 0,
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NATE_INSTRUCTION_SPIN,
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NATE_INSTRUCTION_JUMP_KICK,
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NATE_INSTRUCTION_FIREBALL,
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NUM_INSTRUCTIONS
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};
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enum//sayings
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{
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NATE_SAYING_GREETING = 0,
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NATE_SAYING_INTRO,
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NATE_SAYING_FAILURE,
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NATE_SAYING_SUCCESS,
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NATE_SAYING_FINISHED,
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NATE_SAYING_HITME_AGAIN1,//5
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NATE_SAYING_HITME_AGAIN2,
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NATE_SAYING_HITME_AGAIN3,
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NATE_SAYING_HITME_AGAIN4,
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NATE_SAYING_HITME_AGAIN5,
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NATE_SAYING_HITME_AGAIN6,
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NATE_SAYING_HITME_AGAIN7,
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NATE_SAYING_HITME_AGAIN8,
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NATE_SAYING_HITME_AGAIN9,
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NATE_SAYING_HITME_AGAIN10,
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NATE_SAYING_END_LEVEL,
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NUM_SAYINGS
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};
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qboolean UsedRightAttack(int instruction, edict_t *attacker, edict_t *projectile)
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{
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int sequence;
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if (attacker->client)
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{
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if (attacker->client->playerinfo.upperseq == ASEQ_NONE)
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sequence = attacker->client->playerinfo.lowerseq;
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else
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sequence = attacker->client->playerinfo.upperseq;
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}
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switch(instruction)
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{
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case NATE_INSTRUCTION_SWIPE:
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if(sequence == ASEQ_WSWORD_STD1||
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sequence == ASEQ_WSWORD_STD2||
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sequence == ASEQ_WSWORD_STEP2||
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sequence == ASEQ_WSWORD_STEP)
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return (true);
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break;
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case NATE_INSTRUCTION_SPIN:
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if(sequence == ASEQ_WSWORD_SPIN || sequence == ASEQ_WSWORD_SPIN2)
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return (true);
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break;
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case NATE_INSTRUCTION_JUMP_KICK:
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if(sequence == ASEQ_POLEVAULT2)
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return (true);
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break;
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case NATE_INSTRUCTION_FIREBALL:
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if(!stricmp(projectile->classname, "Spell_FlyingFist"))
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return (true);
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break;
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}
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return (false);
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}
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int sir_nate_of_the_embarassingly_shortshanks_pain (edict_t *self, edict_t *attacker, float kick, int damage)
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{
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short msg;
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self->health = NATE_HEALTH;
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VectorClear(self->velocity);
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if(self->enemy->use)//still waiting to be triggered
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return false;
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if(!attacker->client)
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return false;
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if(self->count == NUM_INSTRUCTIONS)
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{
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gi.gamemsg_centerprintf(attacker, GM_SIR_NATE_END);
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self->count++;
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}
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else if(self->count > NUM_INSTRUCTIONS)
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{
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msg = (short)(irand(NATE_SAYING_HITME_AGAIN1, NATE_SAYING_HITME_AGAIN10) - 5 + GM_SIR_NATE_HIT_AGAIN0);
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gi.msgvar_centerprintf(attacker, msg, damage);
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}
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else if(UsedRightAttack(self->count, attacker, self->activator))
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{
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if(self->damage_debounce_time>level.time)
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return false;
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self->count++;
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if(self->count == NUM_INSTRUCTIONS)
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{
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gi.gamemsg_centerprintf(attacker, GM_SIR_NATE_FINISH);
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}
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else
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{
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gi.msgdual_centerprintf(attacker, GM_SIR_NATE_SUCCESS, (short)(self->count + GM_SIR_NATE_INSTRUCTIONS0));
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self->damage_debounce_time = level.time + 1.0;
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}
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}
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else
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{
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gi.msgdual_centerprintf(attacker, GM_SIR_NATE_FAILURE, (short)(self->count + GM_SIR_NATE_INSTRUCTIONS0));
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}
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return false;
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}
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void sir_nate_of_the_embarassingly_shortshanks_use(edict_t *self, edict_t *other, edict_t *activator)
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{
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if(!activator->client)
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return;
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gi.gamemsg_centerprintf(activator, (short)(self->dmg_radius+GM_SIR_NATE_GREETING));
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self->dmg_radius++;
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if(self->dmg_radius == 2)//last opening message
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self->use = NULL;
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}
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void rope_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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sir_nate_of_the_embarassingly_shortshanks_use(self, other, activator);
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}
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void rope_think(edict_t *self)
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{//FIXME!!!! Do a trace down rope to make sure the ropse does not clip through stuff!
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trace_t trace;
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vec3_t rope_top;
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if (!self->enemy)
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return;
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//See if the player has chosen this rope as the one to grab
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if (self->enemy->targetEnt == self)
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{
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//If he's already grabbed it...
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if ( (self->enemy->client->playerinfo.flags & PLAYER_FLAG_ONROPE) && (!(self->enemy->client->playerinfo.flags & PLAYER_FLAG_RELEASEROPE)) )
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{
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if (!self->count)
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{
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self->count = 1;
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VectorCopy(self->s.origin, rope_top);
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rope_top[2] += self->maxs[2];
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//Create the new rope that's attached to the player
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self->rope_grab->s.effects |= EF_ALTCLIENTFX;
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gi.CreateEffect(&self->enemy->s,
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FX_ROPE, CEF_BROADCAST | CEF_OWNERS_ORIGIN | CEF_FLAG6,
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rope_top,
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"ssbvvv",
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self->rope_grab->s.number, //ID for the grab entity
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self->rope_end->s.number, //ID for the end entity
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self->bloodType, //Model type
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rope_top, //Top of the rope
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self->rope_grab->s.origin, //Grab's current origin (???)
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self->rope_end->s.origin); //End's current origin (???)
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}
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gi.trace(self->rope_grab->s.origin, vec3_origin, vec3_origin, self->s.origin, self->enemy, MASK_SOLID,&trace);
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if ( (trace.fraction == 1) && (!trace.startsolid && !trace.allsolid) )
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gi.trace(self->enemy->s.origin, self->enemy->mins, self->enemy->maxs, self->rope_grab->s.origin, self->enemy, MASK_PLAYERSOLID,&trace);
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//If the rope's movement is clear, move the player and the rope
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if ( (trace.fraction == 1) && (!trace.startsolid && !trace.allsolid) )
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{
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VectorCopy(self->rope_grab->s.origin, self->enemy->s.origin);
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}
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else
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{
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//Otherwise stop the player and the rope from entering a solid brush
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VectorScale(self->rope_grab->velocity, -0.5, self->rope_grab->velocity);
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VectorCopy(self->enemy->s.origin, self->rope_grab->s.origin);
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}
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}
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else
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{
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self->count = 0;
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self->rope_grab->s.effects &= ~EF_ALTCLIENTFX;
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}
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}
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else
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{
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//This grabber is invalid, clear it
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self->enemy = NULL;
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}
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}
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/*-----------------------------------------------
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rope_end_think2
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-----------------------------------------------*/
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void rope_end_think2( edict_t *self )
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{
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edict_t *grab = self->rope_end;
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trace_t trace;
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vec3_t rope_end, rope_top, end_rest, end_vel, end_vec, end_dest;
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float grab_len, mag, end_len;
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vec3_t end_pos;
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VectorCopy(grab->velocity, end_pos);
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mag = VectorNormalize(end_pos);
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VectorMA(grab->s.origin, (mag*FRAMETIME), end_pos, end_pos);
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if(!CHICKEN_KNOCKBACK)
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{//otherwise, done in hanging_chicken_think
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gi.trace(grab->s.origin, self->targetEnt->mins, self->targetEnt->maxs, end_pos, self->targetEnt, MASK_MONSTERSOLID,&trace);
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if ((trace.fraction < 1 || trace.startsolid || trace.allsolid) && trace.ent != self)
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{
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if ( (trace.ent) && (stricmp(trace.ent->classname, "worldspawn")) )
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{
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VectorScale(grab->velocity, -0.5, grab->velocity);
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}
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else
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{
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VectorScale(grab->velocity, -0.5, grab->velocity);
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}
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}
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}
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//Setup the top of the rope entity (the rope's attach point)
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VectorCopy(self->s.origin, rope_top);
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//Find the length of the end segment
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grab_len = Q_fabs(self->maxs[2]+self->mins[2]);
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//Find the vector to the rope's point of rest
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VectorCopy(rope_top, end_rest);
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end_rest[2] -= grab_len;
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//Find the vector towards the middle, and that distance (disregarding height)
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VectorSubtract(end_rest, grab->s.origin, end_vec);
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VectorNormalize(end_vec);
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end_len = vhlen(end_rest, grab->s.origin);
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//Subtract away from the rope's velocity based on that distance
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VectorScale(end_vec, -end_len*0.75, end_vec);
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VectorSubtract(grab->velocity, end_vec, grab->velocity);
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VectorScale(grab->velocity, 0.99, grab->velocity);
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//Move the rope based on the new velocity
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VectorCopy(grab->velocity, end_vel);
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mag = VectorNormalize(end_vel);
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VectorMA(grab->s.origin, FRAMETIME * mag, end_vel, end_dest);
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//Find the angle between the top of the rope and the bottom
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VectorSubtract(end_dest, rope_top, end_vel);
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VectorNormalize(end_vel);
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//Move the length of the rope in that direction from the top
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VectorMA(rope_top, grab_len, end_vel, rope_end);
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//You're done
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VectorCopy(rope_end, grab->s.origin);
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self->nextthink = level.time + 0.1;
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}
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/*-----------------------------------------------
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rope_end_think
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-----------------------------------------------*/
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void rope_end_think( edict_t *self )
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{
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edict_t *grab = self->rope_end;
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vec3_t rope_end, rope_top, end_rest, end_vel, end_vec, end_dest;
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float grab_len, mag, end_len;
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//Setup the top of the rope entity (the rope's attach point)
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VectorCopy(self->rope_grab->s.origin, rope_top);
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//Find the length of the end segment
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grab_len = Q_fabs(self->maxs[2]+self->mins[2]) - self->rope_grab->viewheight;
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//Find the vector to the rope's point of rest
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VectorCopy(rope_top, end_rest);
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end_rest[2] -= grab_len;
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//Find the vector towards the middle, and that distance (disregarding height)
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VectorSubtract(end_rest, grab->s.origin, end_vec);
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VectorNormalize(end_vec);
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end_len = vhlen(end_rest, grab->s.origin);
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//Subtract away from the rope's velocity based on that distance
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VectorScale(end_vec, -end_len, end_vec);
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VectorSubtract(grab->velocity, end_vec, grab->velocity);
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VectorScale(grab->velocity, 0.95, grab->velocity);
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//Move the rope based on the new velocity
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VectorCopy(grab->velocity, end_vel);
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mag = VectorNormalize(end_vel);
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VectorMA(grab->s.origin, FRAMETIME * mag, end_vel, end_dest);
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//Find the angle between the top of the rope and the bottom
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VectorSubtract(end_dest, rope_top, end_vel);
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VectorNormalize(end_vel);
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//Move the length of the rope in that direction from the top
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VectorMA(rope_top, grab_len, end_vel, rope_end);
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//You're done
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VectorCopy(rope_end, grab->s.origin);
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}
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/*-----------------------------------------------
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rope_sway
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-----------------------------------------------*/
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void rope_sway(edict_t *self)
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{
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//edict_t *end = self->slave;
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edict_t *grab = self->rope_grab;
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vec3_t rope_end, rope_top, grab_end;
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vec3_t v_rope, v_grab, v_dest, rope_rest, v_dir;
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float rope_len, grab_len, dist, mag;
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if ( ((Q_fabs(grab->velocity[0])) < 0.13) && ((Q_fabs(grab->velocity[1])) < 0.13) )
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{
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//The rope isn't moving enough to run all the math, so just make it sway a little
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VectorCopy(self->s.origin, rope_rest);
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rope_rest[2] += self->mins[2];
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rope_rest[0] += (sin((float) level.time * 2)) * 1.25;
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rope_rest[1] += (cos((float) level.time * 2)) * 1.75;
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VectorCopy(rope_rest, self->pos1);
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VectorCopy(rope_rest, self->slave->s.origin);
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VectorCopy(self->s.origin, rope_top);
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rope_top[2] += self->maxs[2];
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VectorSubtract(rope_rest, rope_top, v_rope);
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VectorNormalize(v_rope);
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VectorMA(rope_top, grab->viewheight, v_rope, grab_end);
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VectorCopy(grab_end, grab->s.origin);
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rope_think(self);
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self->think = rope_sway;
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self->nextthink = level.time + FRAMETIME;
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return;
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}
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//Setup the top of the rope entity (the rope's attach point)
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VectorCopy(self->s.origin, rope_top);
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rope_top[2] += self->maxs[2];
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//Find the length of the grab
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VectorSubtract(rope_top, grab->s.origin, v_grab);
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grab_len = VectorLength(v_grab);
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//Find the vector to the rope's point of rest
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VectorCopy(self->s.origin, rope_rest);
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rope_rest[2] -= grab_len;
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//Find the length of the rope
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VectorSubtract(rope_top, rope_rest, v_rope);
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rope_len = VectorLength(v_rope);
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//Find the vector towards the middle, and that distance (disregarding height)
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VectorSubtract(rope_rest, grab->s.origin, v_rope);
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VectorNormalize(v_rope);
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dist = vhlen(rope_rest, grab->s.origin);
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//NOTENOTE: There's a fine line between a real pendulum motion here that comes to rest,
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// and a chaotic one that builds too much and runs amuck.. so don't monkey with
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// the values in here... ok? --jweier
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//Subtract away from the rope's velocity based on that distance
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VectorScale(v_rope, -dist, v_rope);
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VectorSubtract(grab->velocity, v_rope, grab->velocity);
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VectorScale(grab->velocity, 0.95, grab->velocity);
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//Move the rope based on the new velocity
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VectorCopy(grab->velocity, v_dir);
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mag = VectorNormalize(v_dir);
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VectorMA(grab->s.origin, FRAMETIME * mag, v_dir, v_dest);
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//Find the angle between the top of the rope and the bottom
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VectorSubtract(v_dest, rope_top, v_rope);
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VectorNormalize(v_rope);
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//Move the length of the rope in that direction from the top
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VectorMA(rope_top, rope_len, v_rope, rope_end);
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VectorSubtract(v_dest, rope_top, v_rope);
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VectorNormalize(v_rope);
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VectorMA(rope_top, grab->viewheight, v_rope, grab_end);
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//You're done
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VectorCopy(grab_end, grab->s.origin);
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//VectorCopy(rope_end, grab->s.origin);
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VectorCopy(grab_end, self->pos1);
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//Make the end of the rope come to the end
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rope_end_think(self);
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rope_think(self);
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self->think = rope_sway;
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self->nextthink = level.time + FRAMETIME;
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}
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void rope_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if ( !stricmp(other->classname, "player") )
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{
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//If the player is already on a rope, forget him as a valid grabber
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if ( (other->targetEnt) && (other->client->playerinfo.flags & PLAYER_FLAG_ONROPE) )
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return;
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|
|
|
//If we've got a player on the rope, and this guy isn't it, then don't let him grab
|
|
if (self->enemy && other != self->enemy)
|
|
return;
|
|
|
|
self->enemy = other;
|
|
self->viewheight = other->s.origin[2];
|
|
other->targetEnt = self;
|
|
}
|
|
}
|
|
|
|
void grab_think(edict_t *self)
|
|
{
|
|
|
|
}
|
|
|
|
void end_think(edict_t *self)
|
|
{
|
|
|
|
}
|
|
|
|
int hanging_chicken_pain(edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
self->health = 10000;
|
|
VectorCopy(self->targetEnt->s.origin, self->s.origin);
|
|
self->velocity[2] = 0;
|
|
|
|
VectorCopy(self->velocity, self->targetEnt->velocity);
|
|
VectorClear(self->velocity);
|
|
VectorClear(self->knockbackvel);
|
|
|
|
self->svflags &= ~SVF_ONFIRE;
|
|
|
|
sir_nate_of_the_embarassingly_shortshanks_pain(self, other, kick, damage);
|
|
|
|
if (damage < 100)
|
|
gi.CreateEffect(&self->s, FX_CHICKEN_EXPLODE, CEF_OWNERS_ORIGIN|CEF_FLAG6, NULL, "" );
|
|
else
|
|
gi.CreateEffect(&self->s, FX_CHICKEN_EXPLODE, CEF_OWNERS_ORIGIN, NULL, "" );
|
|
|
|
if (irand(0,1))
|
|
gi.sound (self, CHAN_AUTO, gi.soundindex("monsters/chicken/pain1.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (self, CHAN_AUTO, gi.soundindex("monsters/chicken/pain2.wav"), 1, ATTN_NORM, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
void hanging_chicken_think(edict_t *self)
|
|
{
|
|
vec3_t vec, angles;
|
|
float d_ang, knockbacktime;
|
|
int i, mag;
|
|
qboolean knockback = true;
|
|
trace_t trace;
|
|
|
|
VectorCopy(self->targetEnt->velocity, vec);
|
|
vec[2] = 0;
|
|
mag = VectorLength(vec);
|
|
|
|
if (mag > 100)
|
|
{
|
|
self->dmg++;
|
|
self->dmg = self->dmg & ((FRAME_cluck18-FRAME_cluck14)-1);
|
|
self->s.frame = FRAME_cluck14 + self->dmg;
|
|
}
|
|
else
|
|
{
|
|
if (++self->dmg > (FRAME_wait6-FRAME_wait1))
|
|
self->dmg = 0;
|
|
|
|
self->s.frame = FRAME_wait1 + self->dmg;
|
|
}
|
|
|
|
//knockback
|
|
if(CHICKEN_KNOCKBACK)
|
|
{
|
|
gi.trace(self->s.origin, self->mins, self->maxs, self->targetEnt->s.origin, self, self->clipmask,&trace);
|
|
if(trace.ent)
|
|
{
|
|
if(movable(trace.ent))
|
|
{
|
|
vec3_t kvel;
|
|
float mass, force, upvel;
|
|
|
|
VectorSubtract(self->targetEnt->s.origin, self->s.origin, vec);
|
|
|
|
force = VectorNormalize(vec);
|
|
mass = VectorLength(trace.ent->size) * 3;
|
|
|
|
force = 600.0 * force / mass;
|
|
|
|
// Players are not as affected by velocities when they are on the ground, so increase what players experience.
|
|
if (trace.ent->client && trace.ent->groundentity)
|
|
force *= 4.0;
|
|
else if (trace.ent->client) // && !(targ->groundentity)
|
|
force *= 0.25; // Too much knockback
|
|
|
|
if (force > 512) // Cap this speed so it doesn't get insane
|
|
force=512;
|
|
VectorScale (vec, force, kvel);
|
|
|
|
if (trace.ent->client) // Don't force players up quite so much as monsters.
|
|
upvel=30;
|
|
else
|
|
upvel=120;
|
|
// Now if the player isn't being forced DOWN very far, let's force them UP a bit.
|
|
if ((vec[2] > -0.5 || trace.ent->groundentity) && kvel[2] < upvel && force > 30)
|
|
{ // Don't knock UP the player more than we do across...
|
|
if (force < upvel)
|
|
kvel[2] = force;
|
|
else
|
|
kvel[2] = upvel;
|
|
}
|
|
|
|
VectorAdd (trace.ent->velocity, kvel, trace.ent->velocity);
|
|
|
|
if (trace.ent->client) // If player, then set the player flag that will affect this.
|
|
{
|
|
trace.ent->client->playerinfo.flags |= PLAYER_FLAG_USE_ENT_POS;
|
|
// The knockbacktime indicates how long this knockback affects the player.
|
|
if (force>200 && trace.ent->health>0 && trace.ent->client->playerinfo.lowerseq != ASEQ_KNOCKDOWN && infront(trace.ent, self))
|
|
{
|
|
if(self->evade_debounce_time<level.time)
|
|
{
|
|
gi.sound(self, CHAN_BODY, gi.soundindex("monsters/pssithra/land.wav") ,1, ATTN_NORM , 0);
|
|
self->evade_debounce_time = level.time + 3.0;
|
|
}
|
|
P_PlayerAnimSetLowerSeq(&trace.ent->client->playerinfo,ASEQ_KNOCKDOWN);
|
|
P_PlayerAnimSetUpperSeq(&trace.ent->client->playerinfo,ASEQ_NONE);
|
|
P_TurnOffPlayerEffects(&trace.ent->client->playerinfo);
|
|
VectorMA (trace.ent->velocity, 3, kvel, trace.ent->velocity);
|
|
knockbacktime = level.time + 3.0;
|
|
}
|
|
else if(force > 500)
|
|
knockbacktime = level.time + 1.25;
|
|
else
|
|
knockbacktime = level.time + (force/400.0);
|
|
|
|
if (knockbacktime > trace.ent->client->playerinfo.knockbacktime)
|
|
trace.ent->client->playerinfo.knockbacktime = knockbacktime;
|
|
}
|
|
|
|
if(force>100)
|
|
{
|
|
VectorMA(trace.endpos, -force/5, vec, self->targetEnt->s.origin);
|
|
VectorScale(self->enemy->rope_end->velocity, -0.5 * force/400 , self->enemy->rope_end->velocity);
|
|
}
|
|
else
|
|
VectorScale(self->enemy->rope_end->velocity, -0.5, self->enemy->rope_end->velocity);
|
|
}
|
|
}
|
|
}
|
|
VectorCopy(self->targetEnt->s.origin, self->s.origin);
|
|
VectorSubtract(self->targetEnt->owner->s.origin, self->s.origin, vec);
|
|
VectorNormalize(vec);
|
|
vectoangles(vec, angles);
|
|
|
|
//interpolate the angles
|
|
for (i=0;i<2;i++)
|
|
{
|
|
d_ang = (angles[i]-self->s.angles[i]);
|
|
|
|
if (i==PITCH)
|
|
continue;
|
|
|
|
if (d_ang == 0)
|
|
continue;
|
|
|
|
if (d_ang > 0)
|
|
{
|
|
if (Q_fabs(d_ang) > 8)
|
|
self->s.angles[i] -= 8;
|
|
else
|
|
self->s.angles[i] = angles[i];
|
|
}
|
|
else
|
|
{
|
|
if (Q_fabs(d_ang) > 8)
|
|
self->s.angles[i] += 8;
|
|
else
|
|
self->s.angles[i] = angles[i];
|
|
}
|
|
}
|
|
|
|
if (!irand(0,100))
|
|
{
|
|
if (irand(0,1))
|
|
gi.sound (self, CHAN_AUTO, gi.soundindex("monsters/chicken/cluck1.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (self, CHAN_AUTO, gi.soundindex("monsters/chicken/cluck2.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
VectorClear(self->velocity);
|
|
|
|
gi.linkentity(self);
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
|
|
void spawn_hanging_chicken(edict_t *self)
|
|
{
|
|
edict_t *end_ent;
|
|
edict_t *chicken;
|
|
vec3_t rope_end;
|
|
short end_id;
|
|
byte model_type;
|
|
|
|
gi.setmodel(self, self->model);
|
|
self->svflags |= SVF_NOCLIENT;
|
|
|
|
//We only need the vertical size from the designer
|
|
self->maxs[0] = 32;
|
|
self->maxs[1] = 32;
|
|
|
|
self->mins[0] = -32;
|
|
self->mins[1] = -32;
|
|
|
|
self->movetype = PHYSICSTYPE_NONE;
|
|
self->solid = SOLID_NOT;
|
|
|
|
VectorClear(self->velocity);
|
|
|
|
end_ent = G_Spawn();
|
|
end_ent->movetype = PHYSICSTYPE_NONE;
|
|
end_ent->solid = SOLID_NOT;
|
|
end_ent->svflags |= SVF_ALWAYS_SEND;
|
|
end_ent->owner = self;
|
|
end_id = end_ent->s.number;
|
|
|
|
VectorCopy(self->s.origin, end_ent->s.origin);
|
|
end_ent->s.origin[2] += self->mins[2];
|
|
|
|
VectorClear(end_ent->velocity);
|
|
|
|
gi.linkentity(end_ent);
|
|
|
|
//gi.setmodel(end_ent, "models/objects/barrel/normal/tris.fm");
|
|
|
|
self->rope_end = end_ent;
|
|
|
|
VectorCopy(self->s.origin, rope_end);
|
|
rope_end[2] += self->mins[2];
|
|
|
|
model_type = RM_ROPE;
|
|
|
|
self->bloodType = end_ent->bloodType = model_type;
|
|
|
|
VectorCopy(self->s.origin, rope_end);
|
|
rope_end[2] += self->mins[2];
|
|
|
|
gi.CreatePersistantEffect(&self->s, FX_ROPE, CEF_BROADCAST, self->s.origin, "ssbvvv", end_id, end_id, model_type, end_ent->s.origin, end_ent->s.origin, end_ent->s.origin );
|
|
|
|
self->think = rope_end_think2;
|
|
self->nextthink = level.time + 0.1;
|
|
|
|
gi.linkentity(self);
|
|
|
|
/////////////////////////////////////////////
|
|
//Now spawn the poor chicken
|
|
|
|
chicken = G_Spawn();
|
|
|
|
gi.setmodel(chicken, "models/monsters/chicken2/tris.fm");
|
|
chicken->enemy = self;
|
|
|
|
//Hanging by feet
|
|
chicken->s.angles[PITCH] += 180;
|
|
chicken->pain = hanging_chicken_pain;
|
|
chicken->classID = 0;
|
|
chicken->client = NULL;
|
|
|
|
chicken->health = 10000;
|
|
VectorSet(chicken->mins, -16, -16, -8);
|
|
VectorSet(chicken->maxs, 16, 16, 16);
|
|
|
|
chicken->movetype = PHYSICSTYPE_STEP;
|
|
chicken->gravity = 0;
|
|
chicken->solid = SOLID_BBOX;
|
|
chicken->takedamage = DAMAGE_YES;
|
|
chicken->clipmask = MASK_MONSTERSOLID;
|
|
chicken->svflags = SVF_DO_NO_IMPACT_DMG | SVF_ALLOW_AUTO_TARGET;
|
|
chicken->s.effects = EF_CAMERA_NO_CLIP;
|
|
|
|
VectorCopy(self->rope_end->s.origin, chicken->s.origin);
|
|
|
|
chicken->targetEnt = self->rope_end;
|
|
|
|
chicken->s.scale = 1;
|
|
chicken->classname = "NATE";
|
|
chicken->think = hanging_chicken_think;
|
|
chicken->nextthink = level.time + 0.1;
|
|
chicken->materialtype = MAT_FLESH;
|
|
|
|
self->targetEnt = chicken;
|
|
|
|
gi.linkentity(chicken);
|
|
}
|
|
|
|
void SP_obj_rope(edict_t *self)
|
|
{
|
|
edict_t *grab_ent, *end_ent;
|
|
vec3_t rope_end;
|
|
short grab_id, end_id;
|
|
byte model_type;
|
|
|
|
if (self->spawnflags & ROPEFLAG_HANGING_CHICKEN)
|
|
{
|
|
if(self->targetname)
|
|
self->use = rope_use;
|
|
else
|
|
gi.dprintf("Chicken on a Rope with no targetname...\n");
|
|
spawn_hanging_chicken(self);
|
|
return;
|
|
}
|
|
|
|
gi.setmodel(self, self->model);
|
|
self->svflags |= SVF_NOCLIENT;
|
|
|
|
//We only need the vertical size from the designer
|
|
self->maxs[0] = 32;
|
|
self->maxs[1] = 32;
|
|
|
|
self->mins[0] = -32;
|
|
self->mins[1] = -32;
|
|
|
|
self->movetype = PHYSICSTYPE_NONE;
|
|
self->solid = SOLID_TRIGGER;
|
|
self->touch = rope_touch;
|
|
|
|
VectorClear(self->velocity);
|
|
|
|
end_ent = G_Spawn();
|
|
end_ent->movetype = PHYSICSTYPE_NONE;
|
|
end_ent->solid = SOLID_NOT;
|
|
end_ent->svflags |= SVF_ALWAYS_SEND;
|
|
end_id = end_ent->s.number;
|
|
|
|
VectorCopy(self->s.origin, end_ent->s.origin);
|
|
end_ent->s.origin[2] += self->mins[2];
|
|
|
|
VectorClear(end_ent->velocity);
|
|
|
|
gi.linkentity(end_ent);
|
|
|
|
//gi.setmodel(end_ent, "models/objects/barrel/normal/tris.fm");
|
|
|
|
self->rope_end = end_ent;
|
|
|
|
grab_ent = G_Spawn();
|
|
grab_ent->movetype = PHYSICSTYPE_NONE;
|
|
grab_ent->solid = SOLID_NOT;
|
|
grab_ent->svflags |= SVF_ALWAYS_SEND;
|
|
grab_id = grab_ent->s.number;
|
|
VectorClear(grab_ent->velocity);
|
|
|
|
gi.linkentity(grab_ent);
|
|
|
|
//gi.setmodel(grab_ent, "models/objects/barrel/normal/tris.fm");
|
|
|
|
VectorCopy(self->s.origin, grab_ent->s.origin);
|
|
grab_ent->s.origin[2] += self->maxs[2] + 4;
|
|
|
|
self->rope_grab = grab_ent;
|
|
|
|
VectorCopy(self->s.origin, rope_end);
|
|
rope_end[2] += self->mins[2];
|
|
|
|
if (self->spawnflags & ROPEFLAG_CHAIN)
|
|
{
|
|
model_type = RM_CHAIN;
|
|
}
|
|
else if (self->spawnflags & ROPEFLAG_VINE)
|
|
{
|
|
model_type = RM_VINE;
|
|
}
|
|
else if (self->spawnflags & ROPEFLAG_TENDRIL)
|
|
{
|
|
model_type = RM_TENDRIL;
|
|
}
|
|
else
|
|
{
|
|
model_type = RM_ROPE;
|
|
}
|
|
|
|
self->bloodType = grab_ent->bloodType = end_ent->bloodType = model_type;
|
|
|
|
VectorCopy(self->s.origin, rope_end);
|
|
rope_end[2] += self->mins[2];
|
|
|
|
rope_sway(self);
|
|
|
|
gi.CreatePersistantEffect(&self->s, FX_ROPE, CEF_BROADCAST, self->s.origin, "ssbvvv", grab_id, end_id, model_type, self->s.origin, grab_ent->s.origin, end_ent->s.origin );
|
|
|
|
self->think = rope_sway;
|
|
self->nextthink = level.time + 1;
|
|
|
|
gi.linkentity(self);
|
|
}
|