1196 lines
No EOL
32 KiB
C
1196 lines
No EOL
32 KiB
C
//==============================================================================
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//
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// m_gkrokon.c
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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//==============================================================================
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#include "g_local.h"
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#include "Utilities.h"
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#include "g_DefaultMessageHandler.h"
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#include "g_monster.h"
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#include "fx.h"
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#include "random.h"
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#include "buoy.h"
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#include "vector.h"
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#include "decals.h"
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#include "g_playstats.h"
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#include "m_gkrokon.h"
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#include "m_gkrokon_anim.h"
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#include "m_stats.h"
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#include "g_HitLocation.h"
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static int sounds[NUM_SOUNDS];
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static ClassResourceInfo_t resInfo;
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static animmove_t *Animations[NUM_ANIMS] =
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{
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&GkrokonMoveStand1,
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&GkrokonMoveStand2,
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&GkrokonMoveStand3,
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&GkrokonMoveStand4,
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&GkrokonMoveCrouch1,
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&GkrokonMoveCrouch2,
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&GkrokonMoveCrouch3,
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&GkrokonMoveWalk1,
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&GkrokonMoveRun1,
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&GkrokonMoveRun2,
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&GkrokonMoveJump1,
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&GkrokonMoveForcedJump,
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&GkrokonMoveMeleeAttack1,
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&GkrokonMoveMeleeAttack2,
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&GkrokonMoveMissileAttack1,
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&GkrokonMoveEat1,
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&GkrokonMoveEat2,
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&GkrokonMoveEat3,
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&GkrokonMovePain1,
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&GkrokonMoveDeath1,
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&GkrokonMoveHop1,
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&GkrokonMoveRunAway,
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&GkrokonMoveMissileAttack2,
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&GkrokonMoveDelay
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};
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void ThrowBodyPart(edict_t *self, vec3_t *spot, int BodyPart, float damage, int frame);
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/*
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Spoo functions
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*/
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/*-----------------------------------------------
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create_gkrokon_spoo
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-----------------------------------------------*/
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void create_gkrokon_spoo(edict_t *Spoo)
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{
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Spoo->movetype=PHYSICSTYPE_FLY;
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Spoo->solid=SOLID_BBOX;
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Spoo->classname="Gkrokon_Spoo";
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Spoo->touch=GkrokonSpooTouch;
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Spoo->isBlocked=GkrokonSpooTouch2;
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Spoo->dmg=1.0;
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Spoo->clipmask = MASK_SHOT;
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Spoo->nextthink = level.time + FRAMETIME;
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VectorSet(Spoo->mins,-1.0,-1.0,-1.0);
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VectorSet(Spoo->maxs,1.0,1.0,1.0);
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Spoo->s.effects = EF_CAMERA_NO_CLIP;
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}
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/*-----------------------------------------------
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reflect_spoo
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-----------------------------------------------*/
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edict_t *GkrokonSpooReflect(edict_t *self, edict_t *other, vec3_t vel)
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{
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edict_t *Spoo;
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Spoo = G_Spawn();
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create_gkrokon_spoo(Spoo);
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Spoo->enemy=self->owner;
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Spoo->owner=other;
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Spoo->s.scale=self->s.scale;
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Spoo->dmg = self->dmg;
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VectorCopy(self->s.origin, Spoo->s.origin);
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VectorCopy(vel, Spoo->velocity);
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VectorNormalize2(vel, Spoo->movedir);
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AnglesFromDir(Spoo->movedir, Spoo->s.angles);
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gi.linkentity(Spoo);
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gi.CreateEffect(&Spoo->s,
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FX_SPOO,
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CEF_OWNERS_ORIGIN,
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Spoo->s.origin,
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"");
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Spoo->reflect_debounce_time = self->reflect_debounce_time -1;
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Spoo->reflected_time=self->reflected_time;
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G_SetToFree(self);
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return(Spoo);
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}
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/*-----------------------------------------------
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GkrokonSpooTouch2
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-----------------------------------------------*/
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void GkrokonSpooTouch2(edict_t *self,trace_t *trace)
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{
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GkrokonSpooTouch(self,trace->ent,(cplane_t *)&trace->plane,(csurface_t *)trace->surface);
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}
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/*-----------------------------------------------
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GkrokonSpooTouch
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-----------------------------------------------*/
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void GkrokonSpooTouch(edict_t *self,edict_t *Other,cplane_t *Plane,csurface_t *Surface)
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{
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vec3_t Origin, ScorchOrigin, planeDir;
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if(Surface&&(Surface->flags&SURF_SKY))
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{
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G_FreeEdict(self);
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return;
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}
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// are we reflecting ?
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if (EntReflecting(Other, true, true) && self->reflect_debounce_time)
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{
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Create_rand_relect_vect(self->velocity, self->velocity);
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Vec3ScaleAssign(GKROKON_SPOO_SPEED/2, self->velocity);
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GkrokonSpooReflect(self, Other, self->velocity);
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return;
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}
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// Calculate the position for the explosion entity.
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VectorMA(self->s.origin,-16,self->velocity,Origin);
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if(Other->takedamage)
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{
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self->dmg = irand(GKROKON_DMG_SPOO_MIN, GKROKON_DMG_SPOO_MAX);
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T_Damage(Other,self,self->owner,self->movedir,Other->s.origin,Plane->normal,self->dmg,self->dmg,0,MOD_DIED);
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}
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else
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{
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VectorMA(self->s.origin,-16.0,self->movedir,self->s.origin);
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}
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T_DamageRadius(self, self->owner, self, 5.0,
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self->dmg, self->dmg/4, DAMAGE_NO_KNOCKBACK|DAMAGE_ATTACKER_IMMUNE,MOD_DIED);
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gi.RemoveEffects(&self->s, 0);
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if(IsDecalApplicable(self, Other, self->s.origin, Surface, Plane, planeDir))
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{
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VectorCopy(self->s.origin, ScorchOrigin);
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gi.CreateEffect(NULL,
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FX_SCORCHMARK,
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0,
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ScorchOrigin,
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"d",
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planeDir);
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}
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// Splatter some spoo over the surface.
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VectorCopy(self->s.origin, ScorchOrigin);
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gi.CreateEffect(NULL,
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FX_SPOO_SPLAT,
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0,
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ScorchOrigin,
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"d",
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planeDir);
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gi.sound(self,CHAN_WEAPON,gi.soundindex("monsters/rat/gib.wav"),1,ATTN_NORM,0);
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G_SetToFree(self);
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}
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/*-----------------------------------------------
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GkrokonSpoo
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-----------------------------------------------*/
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void GkrokonSpoo(edict_t *self)
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{
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vec3_t Forward, up, vf;
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edict_t *Spoo;
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float edist;
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if(!self->enemy)
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return;
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// Spawn the spoo globbit.
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Spoo = G_Spawn();
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create_gkrokon_spoo(Spoo);
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Spoo->reflect_debounce_time = MAX_REFLECT;
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Spoo->s.scale = 0.5;
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Spoo->enemy=self->enemy;
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Spoo->owner=self;
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AngleVectors(self->s.angles,Forward,NULL,up);
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VectorCopy(self->s.origin,Spoo->s.origin);
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VectorMA(Spoo->s.origin,-16,Forward,Spoo->s.origin);
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Spoo->s.origin[2]+=12.0;
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VectorCopy(self->movedir,Spoo->movedir);
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vectoangles(Forward,Spoo->s.angles);
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VectorSubtract(self->enemy->s.origin, self->s.origin, vf);
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edist = VectorNormalize(vf);
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if (DotProduct(vf, Forward) < 0.5)
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return;
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VectorScale(vf,GKROKON_SPOO_SPEED,Spoo->velocity);
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Spoo->velocity[2] += GKROKON_SPOO_ARC;
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Spoo->velocity[2] += (edist - 256);
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vectoangles(Spoo->velocity, Spoo->s.angles);
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gi.linkentity(Spoo);
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gi.sound(Spoo,CHAN_WEAPON,sounds[SND_SPOO],1,ATTN_NORM,0);
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gi.CreateEffect(&Spoo->s,
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FX_SPOO,
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CEF_OWNERS_ORIGIN,
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Spoo->s.origin,
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"");
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self->monsterinfo.misc_debounce_time = level.time + flrand(0.5, 3);
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}
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/*
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Gkrokon Helper Functions
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*/
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/*-----------------------------------------------
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SkitterAway
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-----------------------------------------------*/
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void SkitterAway(edict_t *self)
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{
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if (irand(0,10) < 2 && self->monsterinfo.attack_finished < level.time)
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{
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self->monsterinfo.attack_finished = level.time + 5;
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SetAnim(self, ANIM_SNEEZE);
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}
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else
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SetAnim(self, ANIM_RUNAWAY);
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}
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/*-----------------------------------------------
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GkrokonBite
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-----------------------------------------------*/
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void GkrokonBite(edict_t *self, float value)
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{
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trace_t trace;
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edict_t *victim;
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vec3_t soff, eoff, mins, maxs, bloodDir, direction;
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int damage = irand(GKROKON_DMG_BITE_MIN, GKROKON_DMG_BITE_MAX);
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VectorSet(mins, -2, -2, -2);
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VectorSet(maxs, 2, 2, 2);
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//From the right side
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if (value)
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{
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VectorSet(soff, 32, 48, 32);
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VectorSet(eoff, 32, 16, 24);
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}
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else
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{
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VectorSet(soff, 32, -24, 32);
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VectorSet(eoff, 24, 32, 24);
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}
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VectorSubtract(soff, eoff, bloodDir);
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VectorNormalize(bloodDir);
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victim = M_CheckMeleeLineHit(self, soff, eoff, mins, maxs, &trace, direction);
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if (victim)
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{
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if (victim == self)
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{
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//Create a puff effect
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//gi.CreateEffect(NULL, FX_SPARKS, 0, hitPos, "db", vec3_origin, irand(1,3));
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if (irand(0,1))
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEMISS1], 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEMISS2], 1, ATTN_NORM, 0);
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}
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else
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{
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//Hurt whatever we were whacking away at
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T_Damage(victim, self, self, direction, trace.endpos, bloodDir,
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damage, damage, DAMAGE_NORMAL,MOD_DIED);
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if (irand(0,1))
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEHIT1], 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEHIT2], 1, ATTN_NORM, 0);
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}
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}
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else
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{
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//Play swoosh sound?
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if (irand(0,1))
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEMISS1], 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sounds[SND_BITEMISS2], 1, ATTN_NORM, 0);
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}
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}
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/*-----------------------------------------------
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gkrokonSound
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-----------------------------------------------*/
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void gkrokonSound(edict_t *self, float channel, float sndindex, float atten)
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{
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gi.sound(self, channel, sounds[(int)(sndindex)], 1, atten, 0);
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}
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/*-----------------------------------------------
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gkrokonRandomWalkSound
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-----------------------------------------------*/
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void gkrokonRandomWalkSound (edict_t *self)
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{
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if (irand(0,3))
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return;
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if(!irand(0,1))
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gkrokonSound(self, CHAN_BODY, SND_WALK1, ATTN_NORM);
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else
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gkrokonSound(self, CHAN_BODY, SND_WALK2, ATTN_NORM);
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}
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/*-----------------------------------------------
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GkrokonDead
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-----------------------------------------------*/
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void GkrokonDead(edict_t *self)
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{
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M_EndDeath(self);
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}
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/*-----------------------------------------------
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beetle_ai_stand
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-----------------------------------------------*/
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void beetle_ai_stand(edict_t *self, float dist)
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{
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if (M_ValidTarget(self, self->enemy))
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{
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MG_FaceGoal(self, true);
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}
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}
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/*-----------------------------------------------
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beetle_idle_sound
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-----------------------------------------------*/
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void beetle_idle_sound(edict_t *self)
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{
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int chance = irand(0,20);
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switch (chance)
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{
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case 0:
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gkrokonSound(self, CHAN_BODY, SND_IDLE1, ATTN_NORM);
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break;
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case 1:
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gkrokonSound(self, CHAN_BODY, SND_IDLE2, ATTN_NORM);
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break;
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default:
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break;
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}
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}
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/*
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Message Handlers
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*/
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/*-----------------------------------------------
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beetle_skitter
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-----------------------------------------------*/
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void beetle_skitter(edict_t *self, G_Message_t *Msg)
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{
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if(self->spawnflags&MSF_FIXED)
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SetAnim(self, ANIM_DELAY);
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else
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SkitterAway(self);
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}
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/*-----------------------------------------------
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beetle_check_mood
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-----------------------------------------------*/
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void beetle_check_mood (edict_t *self, G_Message_t *msg)
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{
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ParseMsgParms(msg, "i", &self->ai_mood);
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GkrokonPause(self);
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}
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/*-----------------------------------------------
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beetle_walk
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-----------------------------------------------*/
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void beetle_walk(edict_t *self,G_Message_t *Msg)
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{
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if(self->spawnflags&MSF_FIXED)
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SetAnim(self, ANIM_STAND3);
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else
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SetAnim(self,ANIM_WALK1);
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}
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/*-----------------------------------------------
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beetle_run
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-----------------------------------------------*/
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void beetle_run(edict_t *self, G_Message_t *Msg)
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{
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int chance;
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float dist;
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//Make sure we're not getting up from laying down without the proper animations
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if(self->ai_mood == AI_MOOD_FLEE)
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{
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if(irand(0,1))
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SetAnim(self, ANIM_RUN1);
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else
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SetAnim(self, ANIM_RUN2);
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return;
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}
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if (self->curAnimID == ANIM_STAND1)
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{
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SetAnim(self, ANIM_STAND2);
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return;
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}
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if (M_ValidTarget(self, self->enemy))
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{
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dist = M_DistanceToTarget(self, self->enemy);
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chance = irand(0,100);
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if (dist < 300)
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{
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if (chance < 5)
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SetAnim(self, ANIM_STAND3);
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else if (chance < 20)
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SetAnim(self, ANIM_RUN2);
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else
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SetAnim(self, ANIM_RUN1);
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}
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else
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{
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SetAnim(self, ANIM_RUN1);
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}
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return;
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}
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//If our enemy is dead, we need to stand
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QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
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}
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/*-----------------------------------------------
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beetle_stand
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-----------------------------------------------*/
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void beetle_stand(edict_t *self,G_Message_t *Msg)
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{
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if (self->spawnflags & MSF_EXTRA1)
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SetAnim(self, ANIM_STAND1);
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else
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SetAnim(self, ANIM_STAND3);
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}
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/*-----------------------------------------------
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beetle_melee
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-----------------------------------------------*/
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void beetle_missile(edict_t *self,G_Message_t *Msg)
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{
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int chance;
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float dist;
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chance = irand(0,100);
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if(self->enemy)
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{
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if(self->monsterinfo.misc_debounce_time < level.time)
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{
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dist = M_DistanceToTarget(self, self->enemy);
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if(self->spawnflags&MSF_FIXED)
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{
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if (dist < self->missile_range)
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SetAnim(self, ANIM_MISSILE1);
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else if(self->curAnimID == ANIM_CROUCH1 && !irand(0, 2))
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SetAnim(self, ANIM_CROUCH2);//go into stand
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else if(self->curAnimID == ANIM_STAND3 && !irand(0, 10))
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SetAnim(self, ANIM_CROUCH3);//go into a crouch
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else
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SetAnim(self, ANIM_DELAY);//stand around
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}
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else if (dist < 64)
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{
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if (chance < 10)
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SetAnim(self, ANIM_MISSILE1);
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else if (chance < 30)
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{
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SetAnim(self, ANIM_RUNAWAY);
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self->monsterinfo.flee_finished = level.time + 1;
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}
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else
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{
|
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if (irand(0,1))
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SetAnim(self, ANIM_MELEE1);
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else
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SetAnim(self, ANIM_MELEE2);
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}
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|
}
|
|
else if ((dist > 64) && (dist < 200))
|
|
{
|
|
if (chance < 40)
|
|
SetAnim(self, ANIM_MISSILE1);
|
|
else if ((self->monsterinfo.flee_finished < level.time) && (dist > 100))
|
|
SetAnim(self, ANIM_RUN2);
|
|
else
|
|
SetAnim(self, ANIM_STAND3);
|
|
}
|
|
else if (dist < 300)
|
|
{
|
|
if (chance < 5)
|
|
SetAnim(self, ANIM_STAND3);
|
|
else if (chance < 20)
|
|
SetAnim(self, ANIM_RUN2);
|
|
else
|
|
SetAnim(self, ANIM_RUN1);
|
|
}
|
|
else
|
|
{
|
|
SetAnim(self, ANIM_RUN1);
|
|
}
|
|
}
|
|
else if (irand(0,10) < 6)
|
|
{
|
|
QPostMessage(self, MSG_RUN, PRI_DIRECTIVE, NULL);
|
|
}
|
|
else
|
|
{
|
|
if(self->spawnflags&MSF_FIXED)
|
|
SetAnim(self, ANIM_DELAY);
|
|
else
|
|
SkitterAway(self);
|
|
}
|
|
return;
|
|
}
|
|
QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
|
|
}
|
|
|
|
void beetle_melee(edict_t *self,G_Message_t *Msg)
|
|
{
|
|
beetle_missile(self, Msg);
|
|
}
|
|
|
|
/*-----------------------------------------------
|
|
beetle_pain
|
|
-----------------------------------------------*/
|
|
|
|
void beetle_pain(edict_t *self,G_Message_t *Msg)
|
|
{
|
|
int temp, damage;
|
|
int force_damage;
|
|
|
|
ParseMsgParms(Msg, "eeiii", &temp, &temp, &force_damage, &damage, &temp);
|
|
|
|
//Weighted random based on health compared to the maximum it was at
|
|
if (force_damage||((flrand(0, self->max_health+50) > self->health) && irand(0,2)))
|
|
{
|
|
if(irand(0,1))
|
|
gi.sound (self, CHAN_WEAPON, sounds[SND_PAIN1], 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (self, CHAN_WEAPON, sounds[SND_PAIN2], 1, ATTN_NORM, 0);
|
|
|
|
SetAnim(self, ANIM_PAIN1);
|
|
}
|
|
|
|
if (!irand(0,2))
|
|
{
|
|
self->monsterinfo.aiflags |= AI_FLEE;
|
|
self->monsterinfo.flee_finished = level.time + 15;
|
|
}
|
|
}
|
|
|
|
/*-----------------------------------------------
|
|
beetle_eat
|
|
-----------------------------------------------*/
|
|
|
|
void beetle_eat(edict_t *self,G_Message_t *Msg)
|
|
{
|
|
int chance = irand(0,2);
|
|
|
|
switch (chance)
|
|
{
|
|
case 0:
|
|
SetAnim(self, ANIM_EAT1);
|
|
break;
|
|
case 1:
|
|
SetAnim(self, ANIM_EAT2);
|
|
break;
|
|
case 2:
|
|
SetAnim(self, ANIM_EAT3);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*-----------------------------------------------
|
|
beetle_death
|
|
-----------------------------------------------*/
|
|
|
|
void beetle_death(edict_t *self,G_Message_t *Msg)
|
|
{
|
|
edict_t *targ, *inflictor, *attacker;
|
|
float damage;
|
|
|
|
ParseMsgParms(Msg, "eeei", &targ, &inflictor, &attacker, &damage);
|
|
|
|
M_StartDeath(self, ANIM_DIE1);
|
|
|
|
if (self->health < -80)
|
|
{
|
|
BecomeDebris(self);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if(self->health < -10)
|
|
{
|
|
vec3_t forward;
|
|
int i, num_limbs;
|
|
|
|
num_limbs = irand(3, 10);
|
|
for(i = 0; i < num_limbs; i++)
|
|
{
|
|
if(self->svflags&SVF_MONSTER)
|
|
self->monsterinfo.dismember(self, flrand(80, 160), irand(hl_Head, hl_LegLowerRight) | hl_MeleeHit);
|
|
}
|
|
AngleVectors(self->s.angles, forward, NULL, NULL);
|
|
VectorMA(self->velocity, -400, forward, self->velocity);
|
|
self->velocity[2] += 150;
|
|
}
|
|
SetAnim(self, ANIM_DIE1);
|
|
}
|
|
|
|
gi.sound (self, CHAN_BODY, sounds[SND_DIE], 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
int Bit_for_MeshNode_gk [NUM_MESH_NODES] =
|
|
{
|
|
BIT_WAIT1,
|
|
BIT_SHELLA_P1,
|
|
BIT_SPIKE_P1,
|
|
BIT_HEAD_P1,
|
|
BIT_RPINCHERA_P1,
|
|
BIT_RPINCHERB_P1,
|
|
BIT_LPINCHERA_P1,
|
|
BIT_LPINCHERB_P1,
|
|
BIT_LARM_P1,
|
|
BIT_RARM_P1,
|
|
BIT_ABDOMEN_P1,
|
|
BIT_LTHIGH_P1,
|
|
BIT_RTHIGH_P1,
|
|
BIT_SHELLB_P1,
|
|
};
|
|
|
|
qboolean canthrownode_gk (edict_t *self, int BP, int *throw_nodes)
|
|
{//see if it's on, if so, add it to throw_nodes
|
|
//turn it off on thrower
|
|
if(!(self->s.fmnodeinfo[BP].flags & FMNI_NO_DRAW))
|
|
{
|
|
*throw_nodes |= Bit_for_MeshNode_gk[BP];
|
|
self->s.fmnodeinfo[BP].flags |= FMNI_NO_DRAW;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void beetle_dismember(edict_t *self, int damage, int HitLocation)
|
|
{
|
|
int throw_nodes = 0;
|
|
vec3_t gore_spot, right;
|
|
qboolean dismember_ok = false;
|
|
|
|
if(HitLocation & hl_MeleeHit)
|
|
{
|
|
dismember_ok = true;
|
|
HitLocation &= ~hl_MeleeHit;
|
|
}
|
|
|
|
if(HitLocation<1)
|
|
return;
|
|
|
|
if(HitLocation>hl_Max)
|
|
return;
|
|
|
|
VectorClear(gore_spot);
|
|
switch(HitLocation)
|
|
{
|
|
case hl_Head:
|
|
if(self->s.fmnodeinfo[MESH__SHELLB_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
self->s.fmnodeinfo[MESH__SHELLB_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__SHELLB_P1].skin = self->s.skinnum + 1;
|
|
break;
|
|
|
|
case hl_TorsoFront://split in half?
|
|
if(!(self->s.fmnodeinfo[MESH__HEAD_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__HEAD_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__HEAD_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__HEAD_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
T_Damage(self, self->enemy, self->enemy, vec3_origin, vec3_origin, vec3_origin, 9999, 200, DAMAGE_NORMAL,MOD_DIED);
|
|
return;
|
|
}
|
|
|
|
if(!(self->s.fmnodeinfo[MESH__SPIKE_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__SPIKE_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__SPIKE_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__SPIKE_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
|
|
if(!(self->s.fmnodeinfo[MESH__RPINCHERA_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__RPINCHERA_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__RPINCHERA_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__RPINCHERA_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
|
|
if(!(self->s.fmnodeinfo[MESH__LPINCHERA_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__LPINCHERA_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__LPINCHERA_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__LPINCHERA_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
|
|
if(!(self->s.fmnodeinfo[MESH__RPINCHERB_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__RPINCHERB_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__RPINCHERB_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__RPINCHERB_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
|
|
if(!(self->s.fmnodeinfo[MESH__LPINCHERB_P1].flags & FMNI_USE_SKIN))
|
|
{
|
|
if(irand(0, 4))
|
|
{
|
|
self->s.fmnodeinfo[MESH__LPINCHERB_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__LPINCHERB_P1].skin = self->s.skinnum+1;
|
|
}
|
|
}
|
|
else if(canthrownode_gk(self, MESH__LPINCHERB_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
break;
|
|
case hl_TorsoBack://split in half?
|
|
if(self->s.fmnodeinfo[MESH__ABDOMEN_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
self->s.fmnodeinfo[MESH__ABDOMEN_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__ABDOMEN_P1].skin = self->s.skinnum+1;
|
|
break;
|
|
|
|
case hl_ArmLowerLeft://left arm
|
|
case hl_ArmUpperLeft:
|
|
if(self->s.fmnodeinfo[MESH__LARM_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
if(self->s.fmnodeinfo[MESH__LARM_P1].flags & FMNI_USE_SKIN)
|
|
damage*=1.5;//greater chance to cut off if previously damaged
|
|
if(flrand(0,self->health)<damage*0.75&&dismember_ok)
|
|
{
|
|
if(canthrownode_gk(self, MESH__LARM_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->s.fmnodeinfo[MESH__LARM_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__LARM_P1].skin = self->s.skinnum+1;
|
|
}
|
|
break;
|
|
|
|
case hl_ArmUpperRight:
|
|
case hl_ArmLowerRight://right arm
|
|
if(self->s.fmnodeinfo[MESH__RARM_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
if(flrand(0,self->health)<damage*0.75&&dismember_ok)
|
|
{
|
|
canthrownode_gk(self, MESH__RARM_P1, &throw_nodes);
|
|
if(canthrownode_gk(self, MESH__RARM_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->s.fmnodeinfo[MESH__RARM_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__RARM_P1].skin = self->s.skinnum+1;
|
|
}
|
|
break;
|
|
|
|
case hl_LegUpperLeft:
|
|
case hl_LegLowerLeft://left leg
|
|
if(self->health>0)
|
|
{
|
|
if(self->s.fmnodeinfo[MESH__LTHIGH_P1].flags & FMNI_USE_SKIN)
|
|
break;
|
|
self->s.fmnodeinfo[MESH__LTHIGH_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__LTHIGH_P1].skin = self->s.skinnum+1;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if(self->s.fmnodeinfo[MESH__LTHIGH_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
if(canthrownode_gk(self, MESH__LTHIGH_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
break;
|
|
}
|
|
case hl_LegUpperRight:
|
|
case hl_LegLowerRight://right leg
|
|
if(self->health>0)
|
|
{
|
|
if(self->s.fmnodeinfo[MESH__RTHIGH_P1].flags & FMNI_USE_SKIN)
|
|
break;
|
|
self->s.fmnodeinfo[MESH__RTHIGH_P1].flags |= FMNI_USE_SKIN;
|
|
self->s.fmnodeinfo[MESH__RTHIGH_P1].skin = self->s.skinnum+1;
|
|
}
|
|
else
|
|
{
|
|
if(self->s.fmnodeinfo[MESH__RTHIGH_P1].flags & FMNI_NO_DRAW)
|
|
break;
|
|
if(canthrownode_gk(self, MESH__RTHIGH_P1, &throw_nodes))
|
|
{
|
|
AngleVectors(self->s.angles,NULL,right,NULL);
|
|
gore_spot[2]+=self->maxs[2]*0.3;
|
|
VectorMA(gore_spot,-10,right,gore_spot);
|
|
ThrowBodyPart(self, &gore_spot, throw_nodes, damage, 0);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if(self->s.fmnodeinfo[MESH__SPIKE_P1].flags&FMNI_NO_DRAW)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_COWARD;
|
|
self->monsterinfo.aiflags |= AI_NO_MELEE;
|
|
self->monsterinfo.aiflags |= AI_NO_MISSILE;
|
|
}
|
|
}
|
|
|
|
void beetle_dead_pain (edict_t *self, G_Message_t *msg)
|
|
{
|
|
if(self->health<=-80)
|
|
{
|
|
// We get gibbed.
|
|
gi.sound(self,CHAN_BODY,sounds[SND_GIB],1,ATTN_NORM,0);
|
|
|
|
self->think = BecomeDebris;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
return;
|
|
}
|
|
|
|
if(msg)
|
|
if(!(self->svflags & SVF_PARTS_GIBBED))
|
|
MG_parse_dismember_msg(self, msg);
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// GkrokonStaticsInit -
|
|
// ****************************************************************************
|
|
|
|
void GkrokonStaticsInit(void)
|
|
{
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_STAND]=beetle_stand;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_RUN]=beetle_run;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_DEATH_PAIN] = beetle_dead_pain;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_CHECK_MOOD] = beetle_check_mood;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_FALLBACK] = beetle_skitter;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_MELEE]=beetle_melee;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_MISSILE]=beetle_missile;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_PAIN]=beetle_pain;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_EAT]=beetle_eat;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_DEATH]=beetle_death;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_DEATH_PAIN] = beetle_dead_pain;
|
|
classStatics[CID_GKROKON].msgReceivers[MSG_DISMEMBER] = MG_parse_dismember_msg;
|
|
|
|
resInfo.numAnims=NUM_ANIMS;
|
|
resInfo.animations=Animations;
|
|
resInfo.modelIndex=gi.modelindex("models/monsters/gkrokon/tris.fm");
|
|
|
|
sounds[SND_PAIN1]=gi.soundindex("monsters/beetle/pain1.wav");
|
|
sounds[SND_PAIN2]=gi.soundindex("monsters/beetle/pain2.wav");
|
|
sounds[SND_DIE]=gi.soundindex("monsters/beetle/death.wav");
|
|
sounds[SND_GIB]=gi.soundindex("monsters/insect/gib.wav");
|
|
sounds[SND_SPOO]=gi.soundindex("monsters/beetle/spoo.wav");
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sounds[SND_IDLE1]=gi.soundindex("monsters/beetle/idle1.wav");
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sounds[SND_IDLE2]=gi.soundindex("monsters/beetle/idle2.wav");
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sounds[SND_SIGHT]=gi.soundindex("monsters/beetle/sight.wav");
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sounds[SND_WALK1]=gi.soundindex("monsters/beetle/walk1.wav");
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sounds[SND_WALK2]=gi.soundindex("monsters/beetle/walk2.wav");
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sounds[SND_FLEE]=gi.soundindex("monsters/beetle/flee.wav");
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sounds[SND_ANGRY]=gi.soundindex("monsters/beetle/angry.wav");
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sounds[SND_EATING]=gi.soundindex("monsters/beetle/eating.wav");
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sounds[SND_BITEHIT1]=gi.soundindex("monsters/beetle/meleehit1.wav");
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sounds[SND_BITEHIT2]=gi.soundindex("monsters/beetle/meleehit2.wav");
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sounds[SND_BITEMISS1]=gi.soundindex("monsters/beetle/meleemiss1.wav");
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sounds[SND_BITEMISS2]=gi.soundindex("monsters/beetle/meleemiss2.wav");
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resInfo.numSounds=NUM_SOUNDS;
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resInfo.sounds=sounds;
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classStatics[CID_GKROKON].resInfo=&resInfo;
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}
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// ****************************************************************************
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// SP_Monster_Gkrokon - The Gkrokon's spawn function.
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// ****************************************************************************
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/*QUAKED monster_gkrokon (1 .5 0) (-20 -20 -0) (20 20 32) AMBUSH ASLEEP EATING 8 16 32 64 FIXED WANDER MELEE_LEAD STALK COWARD RESTING EXTRA2 EXTRA3 EXTRA4
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AMBUSH - Will not be woken up by other monsters or shots from player
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ASLEEP - will not appear until triggered
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EATING - Chomp chomp... chewie chomp
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WANDER - Monster will wander around aimlessly (but follows buoys)
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MELEE_LEAD - Monster will try to cut you off when you're running and fighting him, works well if there are a few monsters in a group, half doing this, half not
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STALK - Monster will only approach and attack from behind- if you're facing the monster it will just stand there. Once the monster takes pain, however, it will stop this behaviour and attack normally
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COWARD - Monster starts off in flee mode- runs away from you when woken up
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"homebuoy" - monsters will head to this buoy if they don't have an enemy ("homebuoy" should be targetname of the buoy you want them to go to)
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"wakeup_target" - monsters will fire this target the first time it wakes up (only once)
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"pain_target" - monsters will fire this target the first time it gets hurt (only once)
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mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up.
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melee_range - How close the player has to be, maximum, for the monster to go into melee. If this is zero, the monster will never melee. If it is negative, the monster will try to keep this distance from the player. If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance.
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Examples:
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melee_range = 60 - monster will start swinging it player is closer than 60
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melee_range = 0 - monster will never do a mele attack
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melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close
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missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack.
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min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack.
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bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot. This, in effect, will make the monster come in more often than hang back and fire. A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number
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jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number
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wakeup_distance - How far (max) the player can be away from the monster before it wakes up. This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him.
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DEFAULTS:
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mintel = 12
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melee_range = 0
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missile_range = 256
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min_missile_range = 48
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bypass_missile_chance = 0
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jump_chance = 100
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wakeup_distance = 1024
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NOTE: A value of zero will result in defaults, if you actually want zero as the value, use -1
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*/
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void SP_Monster_Gkrokon(edict_t *self)
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{
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if (!walkmonster_start(self)) // Failed initialization
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return;
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self->msgHandler=DefaultMsgHandler;
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self->classID=CID_GKROKON;
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if (!self->health)
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self->health=GKROKON_HEALTH;
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self->max_health = self->health = MonsterHealth(self->health);
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self->materialtype = MAT_INSECT;
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self->mass=GKROKON_MASS;
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self->yaw_speed=20;
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self->movetype=PHYSICSTYPE_STEP;
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VectorClear(self->knockbackvel);
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self->solid=SOLID_BBOX;
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self->monsterinfo.dismember = beetle_dismember;
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self->s.renderfx |= RF_FRAMELERP;
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self->touch = M_Touch;
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VectorCopy(STDMinsForClass[self->classID], self->mins);
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VectorCopy(STDMaxsForClass[self->classID], self->maxs);
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self->monsterinfo.attack_finished = level.time;
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self->s.modelindex=classStatics[CID_GKROKON].resInfo->modelIndex;
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self->s.skinnum = (irand(0, 1)) ? 0 : 2;
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self->monsterinfo.otherenemyname = "";
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self->timestamp = 0;
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self->monsterinfo.searchType = SEARCH_COMMON;
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MG_InitMoods(self);
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// Check our spawnflags to see what our initial behaviour should be.
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if(self->spawnflags & MSF_EATING)
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{
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self->monsterinfo.aiflags|=AI_EATING;
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QPostMessage(self,MSG_EAT,PRI_DIRECTIVE,NULL);
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}
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else
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QPostMessage(self,MSG_STAND,PRI_DIRECTIVE,NULL);
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self->count = 0;
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}
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void GkrokonPause(edict_t *self)
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{
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if(self->spawnflags & MSF_FIXED && self->curAnimID == ANIM_DELAY && self->enemy)
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{
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self->monsterinfo.searchType = SEARCH_COMMON;
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MG_FaceGoal(self, true);
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}
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self->mood_think(self);
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switch (self->ai_mood)
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{
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case AI_MOOD_ATTACK:
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QPostMessage(self, MSG_MISSILE, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_PURSUE:
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case AI_MOOD_NAVIGATE:
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case AI_MOOD_FLEE:
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QPostMessage(self, MSG_RUN, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_WALK:
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case AI_MOOD_WANDER:
|
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QPostMessage(self, MSG_WALK, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_BACKUP:
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QPostMessage(self, MSG_FALLBACK, PRI_DIRECTIVE, NULL);
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|
break;
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case AI_MOOD_STAND:
|
|
QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
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|
break;
|
|
|
|
case AI_MOOD_JUMP:
|
|
if(self->spawnflags&MSF_FIXED || self->jump_chance<=0)
|
|
SetAnim(self, ANIM_DELAY);
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else
|
|
SetAnim(self, ANIM_FJUMP);
|
|
break;
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|
|
|
case AI_MOOD_EAT:
|
|
QPostMessage(self, MSG_EAT, PRI_DIRECTIVE, NULL);
|
|
break;
|
|
|
|
default :
|
|
#ifdef _DEVEL
|
|
gi.dprintf("Unusable mood %d for Gkrokon\n", self->ai_mood);
|
|
#endif
|
|
QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void beetle_to_stand (edict_t *self)
|
|
{
|
|
SetAnim(self, ANIM_STAND3);
|
|
GkrokonPause(self);
|
|
}
|
|
|
|
void beetle_to_crouch (edict_t *self)
|
|
{
|
|
SetAnim(self, ANIM_CROUCH1);
|
|
GkrokonPause(self);
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|
} |