270 lines
6.6 KiB
C++
270 lines
6.6 KiB
C++
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// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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// These define the working combat range for these suckers
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#define MIN_DISTANCE 54
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define MAX_DISTANCE 128
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#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
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#define LSTATE_CLEAR 0
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#define LSTATE_WAITING 1
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/*
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-------------------------
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NPC_MineMonster_Precache
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-------------------------
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*/
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void NPC_MineMonster_Precache( void )
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{
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for ( int i = 0; i < 4; i++ )
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{
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G_SoundIndex( va("sound/chars/mine/misc/bite%i.wav", i+1 ));
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G_SoundIndex( va("sound/chars/mine/misc/miss%i.wav", i+1 ));
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}
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}
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/*
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-------------------------
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MineMonster_Idle
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-------------------------
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*/
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void MineMonster_Idle( void )
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{
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if ( UpdateGoal() )
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{
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ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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}
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/*
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-------------------------
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MineMonster_Patrol
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-------------------------
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*/
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void MineMonster_Patrol( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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vec3_t dif;
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VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
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if ( VectorLengthSquared( dif ) < 256 * 256 )
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{
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G_SetEnemy( NPC, &g_entities[0] );
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}
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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MineMonster_Idle();
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return;
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}
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}
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/*
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-------------------------
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MineMonster_Move
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-------------------------
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*/
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void MineMonster_Move( qboolean visible )
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{
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if ( NPCInfo->localState != LSTATE_WAITING )
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{
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NPCInfo->goalEntity = NPC->enemy;
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NPC_MoveToGoal( qtrue );
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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}
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}
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//---------------------------------------------------------
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void MineMonster_TryDamage( gentity_t *enemy, int damage )
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{
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vec3_t end, dir;
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trace_t tr;
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if ( !enemy )
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{
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return;
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}
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AngleVectors( NPC->client->ps.viewangles, dir, NULL, NULL );
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VectorMA( NPC->currentOrigin, MIN_DISTANCE, dir, end );
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// Should probably trace from the mouth, but, ah well.
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gi.trace( &tr, NPC->currentOrigin, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
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if ( tr.entityNum >= 0 && tr.entityNum < ENTITYNUM_NONE )
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{
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G_Damage( &g_entities[tr.entityNum], NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/bite%i.wav", Q_irand(1,4)));
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}
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else
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{
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G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/miss%i.wav", Q_irand(1,4)));
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}
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}
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//------------------------------
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void MineMonster_Attack( void )
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{
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if ( !TIMER_Exists( NPC, "attacking" ))
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{
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// usually try and play a jump attack if the player somehow got above them....or just really rarely
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if ( NPC->enemy && ((NPC->enemy->currentOrigin[2] - NPC->currentOrigin[2] > 10 && random() > 0.1f )
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|| random() > 0.8f ))
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{
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// Going to do ATTACK4
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TIMER_Set( NPC, "attacking", 1750 + random() * 200 );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack2_dmg", 950 ); // level two damage
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}
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else if ( random() > 0.5f )
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{
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if ( random() > 0.8f )
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{
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// Going to do ATTACK3, (rare)
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TIMER_Set( NPC, "attacking", 850 );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack2_dmg", 400 ); // level two damage
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}
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else
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{
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// Going to do ATTACK1
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TIMER_Set( NPC, "attacking", 850 );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack1_dmg", 450 ); // level one damage
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}
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}
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else
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{
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// Going to do ATTACK2
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TIMER_Set( NPC, "attacking", 1250 );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack1_dmg", 700 ); // level one damage
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}
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}
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else
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{
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// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
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if ( TIMER_Done2( NPC, "attack1_dmg", qtrue ))
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{
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MineMonster_TryDamage( NPC->enemy, 5 );
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}
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else if ( TIMER_Done2( NPC, "attack2_dmg", qtrue ))
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{
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MineMonster_TryDamage( NPC->enemy, 10 );
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}
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}
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// Just using this to remove the attacking flag at the right time
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TIMER_Done2( NPC, "attacking", qtrue );
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}
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//----------------------------------
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void MineMonster_Combat( void )
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{
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// If we cannot see our target or we have somewhere to go, then do that
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if ( !NPC_ClearLOS( NPC->enemy ) || UpdateGoal( ))
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{
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NPCInfo->combatMove = qtrue;
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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NPC_MoveToGoal( qtrue );
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return;
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}
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// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
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NPC_FaceEnemy( qtrue );
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float distance = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
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qboolean advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse );
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if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
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{
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if ( TIMER_Done2( NPC, "takingPain", qtrue ))
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{
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NPCInfo->localState = LSTATE_CLEAR;
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}
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else
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{
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MineMonster_Move( 1 );
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}
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}
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else
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{
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MineMonster_Attack();
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}
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}
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/*
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-------------------------
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NPC_MineMonster_Pain
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-------------------------
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*/
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void NPC_MineMonster_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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{
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G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) );
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if ( damage >= 10 )
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{
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TIMER_Remove( self, "attacking" );
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TIMER_Remove( self, "attacking1_dmg" );
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TIMER_Remove( self, "attacking2_dmg" );
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TIMER_Set( self, "takingPain", 1350 );
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VectorCopy( self->NPC->lastPathAngles, self->s.angles );
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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if ( self->NPC )
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{
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self->NPC->localState = LSTATE_WAITING;
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}
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}
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}
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/*
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-------------------------
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NPC_BSMineMonster_Default
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-------------------------
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*/
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void NPC_BSMineMonster_Default( void )
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{
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if ( NPC->enemy )
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{
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MineMonster_Combat();
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}
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else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
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{
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MineMonster_Patrol();
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}
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else
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{
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MineMonster_Idle();
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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