4376 lines
122 KiB
C++
4376 lines
122 KiB
C++
//b_spawn.cpp
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//added by MCG
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "Q3_Interface.h"
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#include "b_local.h"
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#include "anims.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "g_vehicles.h"
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extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
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extern void ClientUserinfoChanged( int clientNum );
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extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
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extern void Jedi_Cloak( gentity_t *self );
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extern void Saboteur_Cloak( gentity_t *self );
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//extern void FX_BorgTeleport( vec3_t org );
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extern void G_MatchPlayerWeapon( gentity_t *ent );
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extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
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//extern void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
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//extern void NPC_StasisSpawnEffect( gentity_t *ent );
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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extern int WP_SaberInitBladeData( gentity_t *ent );
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extern void ST_ClearTimers( gentity_t *ent );
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extern void Jedi_ClearTimers( gentity_t *ent );
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extern void Howler_ClearTimers( gentity_t *self );
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#define NSF_DROP_TO_FLOOR 16
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//void HirogenAlpha_Precache( void );
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/*
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-------------------------
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NPC_PainFunc
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-------------------------
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*/
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painFunc_t NPC_PainFunc( gentity_t *ent )
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{
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painFunc_t func;
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if ( ent->client->ps.weapon == WP_SABER )
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{
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func = painF_NPC_Jedi_Pain;
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}
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else
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{
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// team no longer indicates race/species, use NPC_class to determine different npc types
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/*
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switch ( ent->client->playerTeam )
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{
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default:
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func = painF_NPC_Pain;
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break;
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}
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*/
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switch( ent->client->NPC_class )
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{
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// troopers get special pain
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case CLASS_SABOTEUR:
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case CLASS_STORMTROOPER:
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case CLASS_SWAMPTROOPER:
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case CLASS_NOGHRI:
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func = painF_NPC_ST_Pain;
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break;
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case CLASS_SEEKER:
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func = painF_NPC_Seeker_Pain;
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break;
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case CLASS_REMOTE:
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func = painF_NPC_Remote_Pain;
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break;
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case CLASS_MINEMONSTER:
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func = painF_NPC_MineMonster_Pain;
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break;
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case CLASS_HOWLER:
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func = painF_NPC_Howler_Pain;
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break;
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case CLASS_RANCOR:
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func = painF_NPC_Rancor_Pain;
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break;
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case CLASS_WAMPA:
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func = painF_NPC_Wampa_Pain;
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break;
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case CLASS_SAND_CREATURE:
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func = painF_NPC_SandCreature_Pain;
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break;
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// all other droids, did I miss any?
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case CLASS_GONK:
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case CLASS_R2D2:
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case CLASS_R5D2:
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case CLASS_MOUSE:
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case CLASS_PROTOCOL:
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case CLASS_INTERROGATOR:
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func = painF_NPC_Droid_Pain;
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break;
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case CLASS_PROBE:
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func = painF_NPC_Probe_Pain;
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break;
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case CLASS_SENTRY:
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func = painF_NPC_Sentry_Pain;
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break;
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case CLASS_MARK1:
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func = painF_NPC_Mark1_Pain;
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break;
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case CLASS_MARK2:
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func = painF_NPC_Mark2_Pain;
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break;
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case CLASS_ATST:
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func = painF_NPC_ATST_Pain;
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break;
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case CLASS_GALAKMECH:
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func = painF_NPC_GM_Pain;
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break;
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// everyone else gets the normal pain func
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default:
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func = painF_NPC_Pain;
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break;
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}
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}
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return func;
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}
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/*
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-------------------------
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NPC_TouchFunc
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-------------------------
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*/
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touchFunc_t NPC_TouchFunc( gentity_t *ent )
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{
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return touchF_NPC_Touch;
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}
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/*
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-------------------------
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NPC_SetMiscDefaultData
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-------------------------
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*/
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void G_ClassSetDontFlee( gentity_t *self )
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{
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if ( !self || !self->client || !self->NPC )
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{
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return;
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}
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switch ( self->client->NPC_class )
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{
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case CLASS_ATST:
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case CLASS_CLAW:
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case CLASS_DESANN:
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case CLASS_FISH:
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case CLASS_FLIER2:
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case CLASS_GALAK:
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case CLASS_GLIDER:
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case CLASS_RANCOR:
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case CLASS_SAND_CREATURE:
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case CLASS_INTERROGATOR: // droid
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case CLASS_JAN:
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case CLASS_JEDI:
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case CLASS_KYLE:
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case CLASS_LANDO:
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case CLASS_LIZARD:
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case CLASS_LUKE:
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case CLASS_MARK1: // droid
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case CLASS_MARK2: // droid
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case CLASS_GALAKMECH: // droid
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case CLASS_MONMOTHA:
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case CLASS_MORGANKATARN:
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case CLASS_MURJJ:
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case CLASS_PROBE: // droid
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case CLASS_REBORN:
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case CLASS_REELO:
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case CLASS_REMOTE:
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case CLASS_SEEKER: // droid
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case CLASS_SENTRY:
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case CLASS_SHADOWTROOPER:
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case CLASS_SWAMP:
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case CLASS_TAVION:
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case CLASS_ALORA:
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case CLASS_BOBAFETT:
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case CLASS_SABER_DROID:
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case CLASS_ASSASSIN_DROID:
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case CLASS_PLAYER:
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case CLASS_VEHICLE:
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self->NPC->scriptFlags |= SCF_DONT_FLEE;
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break;
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}
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if ( (self->NPC->aiFlags&NPCAI_BOSS_CHARACTER) )
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{
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self->NPC->scriptFlags |= SCF_DONT_FLEE;
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}
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if ( (self->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
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{
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self->NPC->scriptFlags |= SCF_DONT_FLEE;
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}
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if ( (self->NPC->aiFlags&NPCAI_ROSH) )
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{
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self->NPC->scriptFlags |= SCF_DONT_FLEE;
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}
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if ( (self->NPC->aiFlags&NPCAI_HEAL_ROSH) )
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{
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self->NPC->scriptFlags |= SCF_DONT_FLEE;
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}
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}
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extern void Vehicle_Register(gentity_t *ent);
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extern void RT_FlyStart( gentity_t *self );
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extern void SandCreature_ClearTimers( gentity_t *ent );
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void NPC_SetMiscDefaultData( gentity_t *ent )
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{
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if ( ent->spawnflags & SFB_CINEMATIC )
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{//if a cinematic guy, default us to wait bState
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ent->NPC->behaviorState = BS_CINEMATIC;
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}
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if ( ent->client->NPC_class == CLASS_RANCOR )
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{
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if ( Q_stricmp( "mutant_rancor", ent->NPC_type ) == 0 )
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{
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ent->spawnflags |= 1;//just so I know it's a mutant rancor as opposed to a normal one
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ent->NPC->aiFlags |= NPCAI_NAV_THROUGH_BREAKABLES;
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ent->mass = 2000;
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}
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else
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{
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ent->NPC->aiFlags |= NPCAI_NAV_THROUGH_BREAKABLES;
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ent->mass = 1000;
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}
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ent->flags |= FL_NO_KNOCKBACK;
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}
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else if ( ent->client->NPC_class == CLASS_SAND_CREATURE )
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{//???
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ent->clipmask = CONTENTS_SOLID|CONTENTS_MONSTERCLIP;//it can go through others
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ent->contents = 0;//can't be hit?
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ent->takedamage = qfalse;//can't be killed
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ent->flags |= FL_NO_KNOCKBACK;
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SandCreature_ClearTimers( ent );
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}
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else if ( ent->client->NPC_class == CLASS_BOBAFETT )
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{//set some stuff, precache
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ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
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ent->client->ps.forcePower = 100;
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ent->NPC->scriptFlags |= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
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NPC->flags |= FL_UNDYING; // Can't Kill Boba
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}
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else if ( ent->client->NPC_class == CLASS_ROCKETTROOPER )
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{//set some stuff, precache
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ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
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ent->client->ps.forcePower = 100;
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ent->NPC->scriptFlags |= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);//no groups, no combat points!
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if ( Q_stricmp( "rockettrooper2Officer", ent->NPC_type ) == 0 )
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{//start in the air, use spotlight
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//ent->NPC->scriptFlags |= SCF_NO_GROUPS;
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ent->NPC->scriptFlags &= ~SCF_FLY_WITH_JET;
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RT_FlyStart( ent );
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NPC_SetMoveGoal( ent, ent->currentOrigin, 16, qfalse, -1, NULL );
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VectorCopy( ent->currentOrigin, ent->pos1 );
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}
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if ( (ent->spawnflags&2) )
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{//spotlight
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ent->client->ps.eFlags |= EF_SPOTLIGHT;
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}
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}
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else if (ent->client->NPC_class == CLASS_SABER_DROID)
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{
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ent->flags |= FL_NO_KNOCKBACK;
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}
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else if ( ent->client->NPC_class == CLASS_SABOTEUR )
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{//can cloak
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ent->NPC->aiFlags |= NPCAI_SHIELDS;//give them the ability to cloak
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if ( (ent->spawnflags&16) )
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{//start cloaked
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Saboteur_Cloak( ent );
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}
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}
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else if ( ent->client->NPC_class == CLASS_ASSASSIN_DROID )
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{
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ent->client->ps.stats[STAT_ARMOR] = 250; // start with full armor
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if (ent->s.weapon==WP_BLASTER)
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{
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ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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}
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ent->flags |= (FL_NO_KNOCKBACK);
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}
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if (ent->spawnflags&4096)
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{
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ent->NPC->scriptFlags |= SCF_NO_GROUPS;//don't use combat points or group AI
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}
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if ( Q_stricmp( "DKothos", ent->NPC_type ) == 0
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|| Q_stricmp( "VKothos", ent->NPC_type ) == 0 )
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{
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ent->NPC->scriptFlags |= SCF_DONT_FIRE;
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ent->NPC->aiFlags |= NPCAI_HEAL_ROSH;
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ent->count = 100;
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}
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else if ( Q_stricmp( "rosh_dark", ent->NPC_type ) == 0 )
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{
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ent->NPC->aiFlags |= NPCAI_ROSH;
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}
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if ( Q_stricmpn( ent->NPC_type, "hazardtrooper", 13 ) == 0 )
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{//hazard trooper
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ent->NPC->scriptFlags |= SCF_NO_GROUPS;//don't use combat points or group AI
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ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);//low-level shots bounce off, no knockback
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}
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if ( !Q_stricmp( "Yoda", ent->NPC_type ) )
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{//FIXME: extern this into NPC.cfg?
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ent->NPC->scriptFlags |= SCF_NO_FORCE;//force powers don't work on him
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ent->NPC->aiFlags |= NPCAI_BOSS_CHARACTER;
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}
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if ( !Q_stricmp( "emperor", ent->NPC_type )
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|| !Q_stricmp( "cultist_grip", ent->NPC_type )
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|| !Q_stricmp( "cultist_drain", ent->NPC_type )
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|| !Q_stricmp( "cultist_lightning", ent->NPC_type ))
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{//FIXME: extern this into NPC.cfg?
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ent->NPC->scriptFlags |= SCF_DONT_FIRE;//so he uses only force powers
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}
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if (!Q_stricmp( "Rax", ent->NPC_type ) )
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{
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ent->NPC->scriptFlags |= SCF_DONT_FLEE;
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}
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if ( !Q_stricmp( "cultist_destroyer", ent->NPC_type ) )
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{
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ent->splashDamage = 1000;
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ent->splashRadius = 384;
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//FIXME: precache these!
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ent->fxID = G_EffectIndex( "force/destruction_exp" );
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ent->NPC->scriptFlags |= (SCF_DONT_FLEE|SCF_IGNORE_ALERTS);
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ent->NPC->ignorePain = qtrue;
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}
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if ( Q_stricmp( "chewie", ent->NPC_type ) )
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{
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//in case chewie ever loses his gun...
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ent->NPC->aiFlags |= NPCAI_HEAVY_MELEE;
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}
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//==================
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if ( ent->client->ps.saber[0].type != SABER_NONE
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&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )
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{//if I'm equipped with a saber, initialize it (them)
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ent->client->ps.SaberDeactivate();
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ent->client->ps.SetSaberLength( 0 );
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WP_SaberInitBladeData( ent );
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if ( ent->client->ps.weapon == WP_SABER )
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{//this is our current weapon, add the models now
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WP_SaberAddG2SaberModels( ent );
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}
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Jedi_ClearTimers( ent );
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}
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if ( ent->client->ps.forcePowersKnown != 0 )
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{
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WP_InitForcePowers( ent );
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if (ent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0)
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{
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ent->NPC->scriptFlags |= SCF_NAV_CAN_JUMP; // anyone who has any force jump can jump
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}
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}
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if ( ent->client->NPC_class == CLASS_HOWLER )
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{
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Howler_ClearTimers( ent );
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ent->NPC->scriptFlags |= SCF_NO_FALLTODEATH;
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ent->flags |= FL_NO_IMPACT_DMG;
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ent->NPC->scriptFlags |= SCF_NAV_CAN_JUMP; // These jokers can jump
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}
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if ( ent->client->NPC_class == CLASS_DESANN
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|| ent->client->NPC_class == CLASS_TAVION
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|| ent->client->NPC_class == CLASS_LUKE
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|| ent->client->NPC_class == CLASS_KYLE
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|| Q_stricmp("tavion_scepter", ent->NPC_type ) == 0
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|| Q_stricmp("alora_dual", ent->NPC_type ) == 0 )
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{
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ent->NPC->aiFlags |= NPCAI_BOSS_CHARACTER;
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}
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else if ( Q_stricmp( "alora", ent->NPC_type ) == 0
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|| Q_stricmp( "rosh_dark", ent->NPC_type ) == 0 )
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{
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ent->NPC->aiFlags |= NPCAI_SUBBOSS_CHARACTER;
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}
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if ( ent->client->NPC_class == CLASS_TUSKEN )
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{
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if ( g_spskill->integer > 1 )
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{//on hard, tusken raiders are faster than you
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ent->NPC->stats.runSpeed = 280;
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ent->NPC->stats.walkSpeed = 65;
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}
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}
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//***I'm not sure whether I should leave this as a TEAM_ switch, I think NPC_class may be more appropriate - dmv
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switch(ent->client->playerTeam)
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{
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case TEAM_PLAYER:
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//ent->flags |= FL_NO_KNOCKBACK;
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if ( ent->client->NPC_class == CLASS_SEEKER )
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{
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ent->NPC->defaultBehavior = BS_DEFAULT;
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ent->client->ps.gravity = 0;
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ent->svFlags |= SVF_CUSTOM_GRAVITY;
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ent->client->moveType = MT_FLYSWIM;
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ent->count = 30; // SEEKER shot ammo count
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return;
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}
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else if ( ent->client->NPC_class == CLASS_JEDI
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|| ent->client->NPC_class == CLASS_KYLE
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|| ent->client->NPC_class == CLASS_LUKE )
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{//good jedi
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ent->client->enemyTeam = TEAM_ENEMY;
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if ( ent->spawnflags & JSF_AMBUSH )
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{//ambusher
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ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
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ent->client->noclip = true;//hang
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}
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}
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else
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{
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if (ent->client->ps.weapon != WP_NONE
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&& ent->client->ps.weapon != WP_SABER //sabers done above
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&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
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{
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G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
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}
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switch ( ent->client->ps.weapon )
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{
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case WP_BRYAR_PISTOL://FIXME: new weapon: imp blaster pistol
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case WP_BLASTER_PISTOL:
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case WP_DISRUPTOR:
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case WP_BOWCASTER:
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case WP_REPEATER:
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case WP_DEMP2:
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case WP_FLECHETTE:
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case WP_ROCKET_LAUNCHER:
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case WP_CONCUSSION:
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default:
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break;
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case WP_THERMAL:
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case WP_BLASTER:
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//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
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//ent->health = 25;
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//FIXME: not necc. a ST
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ST_ClearTimers( ent );
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if ( ent->NPC->rank >= RANK_LT || ent->client->ps.weapon == WP_THERMAL )
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{//officers, grenade-throwers use alt-fire
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//ent->health = 50;
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//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
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}
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break;
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}
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}
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if ( ent->client->NPC_class == CLASS_PLAYER
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|| ent->client->NPC_class == CLASS_VEHICLE
|
|
|| (ent->spawnflags & SFB_CINEMATIC) )
|
|
{
|
|
ent->NPC->defaultBehavior = BS_CINEMATIC;
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->defaultBehavior = BS_FOLLOW_LEADER;
|
|
ent->client->leader = &g_entities[0];//player
|
|
}
|
|
break;
|
|
|
|
case TEAM_NEUTRAL:
|
|
|
|
if ( Q_stricmp( ent->NPC_type, "gonk" ) == 0 )
|
|
{
|
|
// I guess we generically make them player usable
|
|
ent->svFlags |= SVF_PLAYER_USABLE;
|
|
|
|
// Not even sure if we want to give different levels of batteries? ...Or even that these are the values we'd want to use.
|
|
switch ( g_spskill->integer )
|
|
{
|
|
case 0: // EASY
|
|
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.8f;
|
|
break;
|
|
case 1: // MEDIUM
|
|
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.75f;
|
|
break;
|
|
default :
|
|
case 2: // HARD
|
|
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.5f;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TEAM_ENEMY:
|
|
{
|
|
ent->NPC->defaultBehavior = BS_DEFAULT;
|
|
if ( ent->client->NPC_class == CLASS_SHADOWTROOPER
|
|
&& Q_stricmpn("shadowtrooper", ent->NPC_type, 13 ) == 0 )
|
|
{//FIXME: a spawnflag?
|
|
Jedi_Cloak( ent );
|
|
}
|
|
if( ent->client->NPC_class == CLASS_TAVION ||
|
|
ent->client->NPC_class == CLASS_ALORA ||
|
|
(ent->client->NPC_class == CLASS_REBORN && ent->client->ps.weapon == WP_SABER) ||
|
|
ent->client->NPC_class == CLASS_DESANN ||
|
|
ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{
|
|
ent->client->enemyTeam = TEAM_PLAYER;
|
|
if ( ent->spawnflags & JSF_AMBUSH )
|
|
{//ambusher
|
|
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
|
|
ent->client->noclip = true;//hang
|
|
}
|
|
}
|
|
else if( ent->client->NPC_class == CLASS_PROBE || ent->client->NPC_class == CLASS_REMOTE ||
|
|
ent->client->NPC_class == CLASS_INTERROGATOR || ent->client->NPC_class == CLASS_SENTRY)
|
|
{
|
|
ent->NPC->defaultBehavior = BS_DEFAULT;
|
|
ent->client->ps.gravity = 0;
|
|
ent->svFlags |= SVF_CUSTOM_GRAVITY;
|
|
ent->client->moveType = MT_FLYSWIM;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->ps.weapon != WP_NONE
|
|
&& ent->client->ps.weapon != WP_SABER//sabers done above
|
|
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
|
|
}
|
|
switch ( ent->client->ps.weapon )
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
break;
|
|
case WP_BLASTER_PISTOL:
|
|
NPCInfo->scriptFlags |= SCF_PILOT;
|
|
if ( ent->client->NPC_class == CLASS_REBORN
|
|
&& ent->NPC->rank >= RANK_LT_COMM
|
|
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
|
|
{//dual blaster pistols, so add the left-hand one, too
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handLBolt, 1 );
|
|
}
|
|
break;
|
|
case WP_DISRUPTOR:
|
|
//Sniper
|
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;//FIXME: use primary fire sometimes? Up close? Different class of NPC?
|
|
break;
|
|
case WP_BOWCASTER:
|
|
NPCInfo->scriptFlags |= SCF_PILOT;
|
|
break;
|
|
case WP_REPEATER:
|
|
NPCInfo->scriptFlags |= SCF_PILOT;
|
|
//machine-gunner
|
|
break;
|
|
case WP_DEMP2:
|
|
break;
|
|
case WP_FLECHETTE:
|
|
NPCInfo->scriptFlags |= SCF_PILOT;
|
|
//shotgunner
|
|
if ( !Q_stricmp( "stofficeralt", ent->NPC_type ) )
|
|
{
|
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
|
}
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
break;
|
|
case WP_CONCUSSION:
|
|
break;
|
|
case WP_THERMAL:
|
|
//Gran, use main, bouncy fire
|
|
// ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
|
break;
|
|
case WP_MELEE:
|
|
break;
|
|
case WP_NOGHRI_STICK:
|
|
break;
|
|
default:
|
|
case WP_BLASTER:
|
|
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
|
|
//FIXME: not necc. a ST
|
|
NPCInfo->scriptFlags |= SCF_PILOT;
|
|
|
|
ST_ClearTimers( ent );
|
|
if ( ent->NPC->rank >= RANK_COMMANDER )
|
|
{//commanders use alt-fire
|
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
|
}
|
|
if ( !Q_stricmp( "rodian2", ent->NPC_type ) )
|
|
{
|
|
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ent->NPC->defaultBehavior = BS_DEFAULT;
|
|
if ( ent->client->ps.weapon != WP_NONE
|
|
&& ent->client->ps.weapon != WP_MELEE
|
|
&& ent->client->ps.weapon != WP_SABER//sabers done above
|
|
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_MARK1 ) // chris/steve/kevin requested that the mark1 be shielded also
|
|
{
|
|
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
|
|
}
|
|
|
|
// Set CAN FLY Flag for Navigation On The Following Classes
|
|
//----------------------------------------------------------
|
|
if (ent->client->NPC_class==CLASS_PROBE ||
|
|
ent->client->NPC_class==CLASS_REMOTE ||
|
|
ent->client->NPC_class==CLASS_SEEKER ||
|
|
ent->client->NPC_class==CLASS_SENTRY ||
|
|
ent->client->NPC_class==CLASS_GLIDER ||
|
|
ent->client->NPC_class==CLASS_IMPWORKER ||
|
|
ent->client->NPC_class==CLASS_BOBAFETT ||
|
|
ent->client->NPC_class==CLASS_ROCKETTROOPER
|
|
)
|
|
{
|
|
ent->NPC->scriptFlags |= SCF_NAV_CAN_FLY;
|
|
}
|
|
|
|
if (ent->client->NPC_class==CLASS_VEHICLE)
|
|
{
|
|
Vehicle_Register(ent);
|
|
}
|
|
|
|
if ( ent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SCEPTER) )
|
|
{
|
|
if ( !ent->weaponModel[1] )
|
|
{//we have the scepter, so put it in our left hand if we don't already have a second weapon
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[WP_SCEPTER].weaponMdl, ent->handLBolt, 1 );
|
|
}
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[1]], "*flash");
|
|
}
|
|
|
|
if ( ent->client->ps.saber[0].type == SABER_SITH_SWORD )
|
|
{
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[0]], "*flash");
|
|
G_PlayEffect( G_EffectIndex( "scepter/sword.efx" ), ent->weaponModel[0], ent->genericBolt1, ent->s.number, ent->currentOrigin, qtrue, qtrue );
|
|
//how many times can she recharge?
|
|
ent->count = g_spskill->integer*2;
|
|
//To make sure she can do it at least once
|
|
ent->flags |= FL_UNDYING;
|
|
}
|
|
|
|
if ( ent->client->ps.weapon == WP_NOGHRI_STICK
|
|
&& ent->weaponModel[0] )
|
|
{
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[0]], "*flash");
|
|
}
|
|
|
|
G_ClassSetDontFlee( ent );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_WeaponsForTeam
|
|
-------------------------
|
|
*/
|
|
|
|
int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type )
|
|
{
|
|
//*** not sure how to handle this, should I pass in class instead of team and go from there? - dmv
|
|
switch(team)
|
|
{
|
|
// no longer exists
|
|
// case TEAM_BORG:
|
|
// break;
|
|
|
|
// case TEAM_HIROGEN:
|
|
// if( Q_stricmp( "hirogenalpha", NPC_type ) == 0 )
|
|
// return ( 1 << WP_BLASTER);
|
|
//Falls through
|
|
|
|
// case TEAM_KLINGON:
|
|
|
|
//NOTENOTE: Falls through
|
|
|
|
// case TEAM_IMPERIAL:
|
|
case TEAM_ENEMY:
|
|
if ( Q_stricmp( "tavion", NPC_type ) == 0 ||
|
|
Q_stricmpn( "reborn", NPC_type, 6 ) == 0 ||
|
|
Q_stricmp( "desann", NPC_type ) == 0 ||
|
|
Q_stricmpn( "shadowtrooper", NPC_type, 13 ) == 0 )
|
|
return ( 1 << WP_SABER);
|
|
// return ( 1 << WP_IMPERIAL_BLADE);
|
|
//NOTENOTE: Falls through if not a knife user
|
|
|
|
// case TEAM_SCAVENGERS:
|
|
// case TEAM_MALON:
|
|
//FIXME: default weapon in npc config?
|
|
if ( Q_stricmpn( "stofficer", NPC_type, 9 ) == 0 )
|
|
{
|
|
return ( 1 << WP_FLECHETTE);
|
|
}
|
|
if ( Q_stricmp( "stcommander", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_REPEATER);
|
|
}
|
|
if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_FLECHETTE);
|
|
}
|
|
if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_REPEATER);
|
|
}
|
|
if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_ROCKET_LAUNCHER);
|
|
}
|
|
if ( Q_stricmpn( "shadowtrooper", NPC_type, 13 ) == 0 )
|
|
{
|
|
return ( 1 << WP_SABER);//|( 1 << WP_RAPID_CONCUSSION)?
|
|
}
|
|
if ( Q_stricmp( "imperial", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER_PISTOL);
|
|
}
|
|
if ( Q_stricmpn( "impworker", NPC_type, 9 ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER_PISTOL);
|
|
}
|
|
if ( Q_stricmp( "stormpilot", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER_PISTOL);
|
|
}
|
|
if ( Q_stricmp( "galak", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER);
|
|
}
|
|
if ( Q_stricmp( "galak_mech", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_REPEATER);
|
|
}
|
|
if ( Q_stricmpn( "ugnaught", NPC_type, 8 ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
if ( Q_stricmp( "granshooter", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER);
|
|
}
|
|
if ( Q_stricmp( "granboxer", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_MELEE);
|
|
}
|
|
if ( Q_stricmpn( "gran", NPC_type, 4 ) == 0 )
|
|
{
|
|
return (( 1 << WP_THERMAL)|( 1 << WP_MELEE));
|
|
}
|
|
if ( Q_stricmp( "rodian", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_DISRUPTOR);
|
|
}
|
|
if ( Q_stricmp( "rodian2", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER);
|
|
}
|
|
|
|
if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_stricmpn( "protocol",NPC_type,8) == 0) )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
|
|
if ( Q_stricmpn( "weequay", NPC_type, 7 ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOWCASTER);//|( 1 << WP_STAFF )(FIXME: new weap?)
|
|
}
|
|
if ( Q_stricmp( "impofficer", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER);
|
|
}
|
|
if ( Q_stricmp( "impcommander", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER);
|
|
}
|
|
if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 ))
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmpn( "remote", NPC_type, 6 ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER );
|
|
}
|
|
if ( Q_stricmp( "trandoshan", NPC_type ) == 0 )
|
|
{
|
|
return (1<<WP_REPEATER);
|
|
}
|
|
if ( Q_stricmp( "atst", NPC_type ) == 0 )
|
|
{
|
|
return (( 1 << WP_ATST_MAIN)|( 1 << WP_ATST_SIDE));
|
|
}
|
|
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
|
|
{
|
|
return ( 1 << WP_BOT_LASER);
|
|
}
|
|
if ( Q_stricmp( "minemonster", NPC_type ) == 0 )
|
|
{
|
|
return (( 1 << WP_MELEE));
|
|
}
|
|
if ( Q_stricmp( "howler", NPC_type ) == 0 )
|
|
{
|
|
return (( 1 << WP_MELEE));
|
|
}
|
|
//Stormtroopers, etc.
|
|
return ( 1 << WP_BLASTER);
|
|
break;
|
|
|
|
case TEAM_PLAYER:
|
|
|
|
// if(spawnflags & SFB_TRICORDER)
|
|
// return ( 1 << WP_TRICORDER);
|
|
|
|
if(spawnflags & SFB_RIFLEMAN)
|
|
return ( 1 << WP_REPEATER);
|
|
|
|
if(spawnflags & SFB_PHASER)
|
|
return ( 1 << WP_BLASTER_PISTOL);
|
|
|
|
if ( Q_stricmpn( "jedi", NPC_type, 4 ) == 0 || Q_stricmp( "luke", NPC_type ) == 0 )
|
|
return ( 1 << WP_SABER);
|
|
|
|
if ( Q_stricmpn( "prisoner", NPC_type, 8 ) == 0
|
|
|| Q_stricmpn( "elder", NPC_type, 5 ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
|
|
if ( Q_stricmpn( "bespincop", NPC_type, 9 ) == 0 )
|
|
{
|
|
return ( 1 << WP_BLASTER_PISTOL);
|
|
}
|
|
|
|
if ( Q_stricmp( "MonMothma", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
|
|
//rebel
|
|
return ( 1 << WP_BLASTER);
|
|
break;
|
|
|
|
case TEAM_NEUTRAL:
|
|
|
|
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
if ( Q_stricmpn( "ugnaught", NPC_type, 8 ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
if ( Q_stricmp( "bartender", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
if ( Q_stricmp( "morgankatarn", NPC_type ) == 0 )
|
|
{
|
|
return WP_NONE;
|
|
}
|
|
|
|
break;
|
|
|
|
// these no longer exist
|
|
// case TEAM_FORGE:
|
|
// return ( 1 << WP_MELEE);
|
|
// break;
|
|
|
|
// case TEAM_STASIS:
|
|
// return ( 1 << WP_MELEE);
|
|
// break;
|
|
|
|
// case TEAM_PARASITE:
|
|
// break;
|
|
|
|
// case TEAM_8472:
|
|
// break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return WP_NONE;
|
|
}
|
|
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_SetWeapons
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_SetWeapons( gentity_t *ent )
|
|
{
|
|
int bestWeap = WP_NONE;
|
|
int weapons = NPC_WeaponsForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
|
|
|
|
ent->client->ps.stats[STAT_WEAPONS] = 0;
|
|
for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
|
|
{
|
|
if ( (weapons & ( 1 << curWeap )) )
|
|
{
|
|
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << curWeap );
|
|
RegisterItem( FindItemForWeapon( (weapon_t)(curWeap) ) ); //precache the weapon
|
|
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[curWeap].ammoIndex] = 100;//FIXME: max ammo
|
|
|
|
if ( bestWeap == WP_SABER )
|
|
{
|
|
// still want to register other weapons -- force saber to be best weap
|
|
continue;
|
|
}
|
|
|
|
if ( curWeap == WP_MELEE )
|
|
{
|
|
if ( bestWeap == WP_NONE )
|
|
{// We'll only consider giving Melee since we haven't found anything better yet.
|
|
bestWeap = curWeap;
|
|
}
|
|
}
|
|
else if ( curWeap > bestWeap || bestWeap == WP_MELEE )
|
|
{
|
|
// This will never override saber as best weap. Also will override WP_MELEE if something better comes later in the list
|
|
bestWeap = curWeap;
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->client->ps.weapon = bestWeap;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_SpawnEffect
|
|
|
|
NOTE: Make sure any effects called here have their models, tga's and sounds precached in
|
|
CG_RegisterNPCEffects in cg_player.cpp
|
|
-------------------------
|
|
*/
|
|
|
|
static void NPC_SpawnEffect (gentity_t *ent)
|
|
{
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// NPC_SetFX_SpawnStates
|
|
//
|
|
// Set up any special parms for spawn effects
|
|
//--------------------------------------------------------------
|
|
void NPC_SetFX_SpawnStates( gentity_t *ent )
|
|
{
|
|
ent->client->ps.gravity = g_gravity->value;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
extern qboolean stop_icarus;
|
|
void NPC_Begin (gentity_t *ent)
|
|
{
|
|
vec3_t spawn_origin, spawn_angles;
|
|
gclient_t *client;
|
|
usercmd_t ucmd;
|
|
gentity_t *spawnPoint = NULL;
|
|
|
|
memset( &ucmd, 0, sizeof( ucmd ) );
|
|
|
|
if ( !(ent->spawnflags & SFB_NOTSOLID) )
|
|
{//No NPCs should telefrag
|
|
if ( Q_stricmp( ent->NPC_type, "nullDriver") == 0 )
|
|
{//FIXME: should be a better way to check this
|
|
}
|
|
else if( SpotWouldTelefrag( ent, TEAM_FREE ) )//(team_t)(ent->client->playerTeam)
|
|
{
|
|
if ( ent->wait < 0 )
|
|
{//remove yourself
|
|
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "NPC %s could not spawn, firing target3 (%s) and removing self\n", ent->targetname, ent->target3 );
|
|
//Fire off our target3
|
|
G_UseTargets2( ent, ent, ent->target3 );
|
|
|
|
//Kill us
|
|
ent->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
ent->nextthink = level.time + 100;
|
|
}
|
|
else
|
|
{
|
|
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "NPC %s at (%5.0f %5.0f %5.0f) couldn't spawn, waiting %4.2f secs to try again\n",
|
|
ent->targetname, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2], ent->wait/1000.0f );
|
|
ent->e_ThinkFunc = thinkF_NPC_Begin;
|
|
ent->nextthink = level.time + ent->wait;//try again in half a second
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
//Spawn effect
|
|
NPC_SpawnEffect( ent );
|
|
|
|
VectorCopy( ent->client->ps.origin, spawn_origin);
|
|
VectorCopy( ent->s.angles, spawn_angles);
|
|
spawn_angles[YAW] = ent->NPC->desiredYaw;
|
|
|
|
client = ent->client;
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
client->ps.clientNum = ent->s.number;
|
|
// clear entity values
|
|
|
|
if ( ent->health ) // Was health supplied in map
|
|
{
|
|
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->health;
|
|
}
|
|
else if ( ent->NPC->stats.health ) // Was health supplied in NPC.cfg?
|
|
{
|
|
|
|
if ( ent->client->NPC_class != CLASS_REBORN
|
|
&& ent->client->NPC_class != CLASS_SHADOWTROOPER
|
|
//&& ent->client->NPC_class != CLASS_TAVION
|
|
//&& ent->client->NPC_class != CLASS_DESANN
|
|
&& ent->client->NPC_class != CLASS_JEDI )
|
|
{// up everyone except jedi
|
|
if ( !Q_stricmp("tavion_sith_sword", ent->NPC_type )
|
|
|| !Q_stricmp("tavion_scepter", ent->NPC_type )
|
|
|| !Q_stricmp("kyle_boss", ent->NPC_type )
|
|
|| !Q_stricmp("alora_dual", ent->NPC_type )
|
|
|| !Q_stricmp("alora_boss", ent->NPC_type ) )
|
|
{//bosses are a bit different
|
|
ent->NPC->stats.health = ceil((float)ent->NPC->stats.health*0.75f + ((float)ent->NPC->stats.health/4.0f*g_spskill->value)); // 75% on easy, 100% on medium, 125% on hard
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->stats.health += ent->NPC->stats.health/4 * g_spskill->integer; // 100% on easy, 125% on medium, 150% on hard
|
|
}
|
|
}
|
|
|
|
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->NPC->stats.health;
|
|
}
|
|
else
|
|
{
|
|
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = 100;
|
|
}
|
|
|
|
if ( !Q_stricmp( "rodian", ent->NPC_type ) )
|
|
{//sniper
|
|
//NOTE: this will get overridden by any aim settings in their spawnscripts
|
|
switch ( g_spskill->integer )
|
|
{
|
|
case 0:
|
|
ent->NPC->stats.aim = 1;
|
|
break;
|
|
case 1:
|
|
ent->NPC->stats.aim = Q_irand( 2, 3 );
|
|
break;
|
|
case 2:
|
|
ent->NPC->stats.aim = Q_irand( 3, 4 );
|
|
break;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_STORMTROOPER
|
|
|| ent->client->NPC_class == CLASS_SWAMPTROOPER
|
|
|| ent->client->NPC_class == CLASS_IMPWORKER
|
|
|| !Q_stricmp( "rodian2", ent->NPC_type ) )
|
|
{//tweak yawspeed for these NPCs based on difficulty
|
|
switch ( g_spskill->integer )
|
|
{
|
|
case 0:
|
|
ent->NPC->stats.yawSpeed *= 0.75f;
|
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
|
{
|
|
ent->NPC->stats.aim -= Q_irand( 3, 6 );
|
|
}
|
|
break;
|
|
case 1:
|
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
|
{
|
|
ent->NPC->stats.aim -= Q_irand( 2, 4 );
|
|
}
|
|
break;
|
|
case 2:
|
|
ent->NPC->stats.yawSpeed *= 1.5f;
|
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
|
{
|
|
ent->NPC->stats.aim -= Q_irand( 0, 2 );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_REBORN
|
|
|| ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{
|
|
switch ( g_spskill->integer )
|
|
{
|
|
case 1:
|
|
ent->NPC->stats.yawSpeed *= 1.25f;
|
|
break;
|
|
case 2:
|
|
ent->NPC->stats.yawSpeed *= 1.5f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
ent->mass = 10;
|
|
ent->takedamage = qtrue;
|
|
|
|
/*ent->inuse = qtrue;
|
|
SetInUse(ent);
|
|
ent->m_iIcarusID = -1; // ICARUS_INVALID
|
|
*/
|
|
assert(ent->inuse);
|
|
assert(ent->m_iIcarusID==IIcarusInterface::ICARUS_INVALID);
|
|
|
|
// CRITICAL NOTE! This was already done somewhere else and it was overwriting the previous value!!!
|
|
if ( !ent->classname || Q_stricmp( ent->classname, "noclass" ) == 0 )
|
|
ent->classname = "NPC";
|
|
|
|
// if ( ent->client->race == RACE_HOLOGRAM )
|
|
// {//can shoot through holograms, but not walk through them
|
|
// ent->contents = CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_ITEM;//contents_corspe to make them show up in ID and use traces
|
|
// ent->clipmask = MASK_NPCSOLID;
|
|
// } else
|
|
if(!(ent->spawnflags & SFB_NOTSOLID))
|
|
{
|
|
ent->contents = CONTENTS_BODY;
|
|
ent->clipmask = MASK_NPCSOLID;
|
|
}
|
|
else
|
|
{
|
|
ent->contents = 0;
|
|
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
|
|
}
|
|
if(!ent->client->moveType)//Static?
|
|
{
|
|
ent->client->moveType = MT_RUNJUMP;
|
|
}
|
|
ent->e_DieFunc = dieF_player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 0;
|
|
|
|
//visible to player and NPCs
|
|
if ( ent->client->NPC_class != CLASS_R2D2 &&
|
|
ent->client->NPC_class != CLASS_R5D2 &&
|
|
ent->client->NPC_class != CLASS_MOUSE &&
|
|
ent->client->NPC_class != CLASS_GONK &&
|
|
ent->client->NPC_class != CLASS_PROTOCOL )
|
|
{
|
|
ent->flags &= ~FL_NOTARGET;
|
|
}
|
|
ent->s.eFlags &= ~EF_NODRAW;
|
|
|
|
NPC_SetFX_SpawnStates( ent );
|
|
|
|
client->ps.friction = 6;
|
|
|
|
if ( ent->client->ps.weapon == WP_NONE )
|
|
{//not set by the NPCs.cfg
|
|
NPC_SetWeapons(ent);
|
|
}
|
|
//select the weapon
|
|
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[ent->client->ps.weapon].ammoIndex];
|
|
ent->client->ps.weaponstate = WEAPON_IDLE;
|
|
ChangeWeapon( ent, ent->client->ps.weapon );
|
|
|
|
VectorCopy( spawn_origin, client->ps.origin );
|
|
|
|
// the respawned flag will be cleared after the attack and jump keys come up
|
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
|
|
|
// clear entity state values
|
|
ent->s.eType = ET_PLAYER;
|
|
// ent->s.skinNum = ent - g_entities - 1; // used as index to get custom models
|
|
|
|
VectorCopy (spawn_origin, ent->s.origin);
|
|
// ent->s.origin[2] += 1; // make sure off ground
|
|
|
|
SetClientViewAngle( ent, spawn_angles );
|
|
client->renderInfo.lookTarget = ENTITYNUM_NONE;
|
|
//clear IK grabbing stuff
|
|
client->ps.heldClient = client->ps.heldByClient = ENTITYNUM_NONE;
|
|
|
|
if(!(ent->spawnflags & 64))
|
|
{
|
|
if ( Q_stricmp( ent->NPC_type, "nullDriver") == 0 )
|
|
{//FIXME: should be a better way to check this
|
|
}
|
|
else
|
|
{
|
|
G_KillBox( ent );
|
|
}
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
// don't allow full run speed for a bit
|
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
client->ps.pm_time = 100;
|
|
|
|
client->respawnTime = level.time;
|
|
client->latched_buttons = 0;
|
|
|
|
if ( ent->client->NPC_class != CLASS_VEHICLE )
|
|
{
|
|
// set default animations
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
|
|
}
|
|
|
|
if( spawnPoint )
|
|
{
|
|
// fire the targets of the spawn point
|
|
G_UseTargets( spawnPoint, ent );
|
|
}
|
|
|
|
//ICARUS include
|
|
// NOTE! Does this need to be called here? It seems to be getting called twice...
|
|
// Once before the level starts, then once again when the entity is spawned!
|
|
Quake3Game()->InitEntity( ent );
|
|
|
|
//==NPC initialization
|
|
SetNPCGlobals( ent );
|
|
|
|
ent->enemy = NPCInfo->eventualGoal;
|
|
NPCInfo->timeOfDeath = 0;
|
|
NPCInfo->shotTime = 0;
|
|
NPC_ClearGoal();
|
|
NPC_ChangeWeapon( ent->client->ps.weapon );
|
|
|
|
//==Final NPC initialization
|
|
ent->e_PainFunc = NPC_PainFunc( ent ); //painF_NPC_Pain;
|
|
ent->e_TouchFunc = NPC_TouchFunc( ent ); //touchF_NPC_Touch;
|
|
// ent->NPC->side = 1;
|
|
|
|
ent->client->ps.ping = ent->NPC->stats.reactions * 50;
|
|
|
|
//MCG - Begin: NPC hacks
|
|
//FIXME: Set the team correctly
|
|
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
|
|
|
|
ent->e_UseFunc = useF_NPC_Use;
|
|
ent->e_ThinkFunc = thinkF_NPC_Think;
|
|
ent->nextthink = level.time + FRAMETIME + Q_irand(0, 100);
|
|
|
|
NPC_SetMiscDefaultData( ent );
|
|
if ( ent->health <= 0 )
|
|
{
|
|
//ORIGINAL ID: health will count down towards max_health
|
|
ent->health = client->ps.stats[STAT_HEALTH] = ent->max_health;
|
|
}
|
|
else
|
|
{
|
|
client->ps.stats[STAT_HEALTH] = ent->max_health = ent->health;
|
|
}
|
|
ChangeWeapon( ent, ent->client->ps.weapon );//yes, again... sigh
|
|
|
|
if ( !(ent->spawnflags & SFB_STARTINSOLID) )
|
|
{//Not okay to start in solid
|
|
G_CheckInSolid( ent, qtrue );
|
|
}
|
|
VectorClear( ent->NPC->lastClearOrigin );
|
|
|
|
//Run a script if you have one assigned to you
|
|
if ( G_ActivateBehavior( ent, BSET_SPAWN ) )
|
|
{
|
|
if( ent->m_iIcarusID != IIcarusInterface::ICARUS_INVALID/*ent->taskManager*/ && !stop_icarus )
|
|
{
|
|
IIcarusInterface::GetIcarus()->Update( ent->m_iIcarusID );
|
|
}
|
|
}
|
|
|
|
VectorCopy( ent->currentOrigin, ent->client->renderInfo.eyePoint );
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
memset( &ucmd, 0, sizeof( ucmd ) );
|
|
_VectorCopy( client->pers.cmd_angles, ucmd.angles );
|
|
|
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
|
|
|
if ( ent->NPC->aiFlags & NPCAI_MATCHPLAYERWEAPON )
|
|
{
|
|
G_MatchPlayerWeapon( ent );
|
|
}
|
|
|
|
ClientThink( ent->s.number, &ucmd );
|
|
|
|
gi.linkentity( ent );
|
|
|
|
if ( ent->client->playerTeam == TEAM_ENEMY || ent->client->playerTeam == TEAM_FREE )
|
|
{//valid enemy spawned
|
|
if ( !(ent->spawnflags&SFB_CINEMATIC) && ent->NPC->behaviorState != BS_CINEMATIC )
|
|
{//not a cinematic enemy
|
|
if ( g_entities[0].client )
|
|
{
|
|
g_entities[0].client->sess.missionStats.enemiesSpawned++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_StasisSpawn_Go
|
|
-------------------------
|
|
*/
|
|
/*
|
|
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
|
|
{
|
|
//Setup an owner pointer if we need it
|
|
if VALIDSTRING( ent->ownername )
|
|
{
|
|
ent->owner = G_Find( NULL, FOFS( targetname ), ent->ownername );
|
|
|
|
if ( ( ent->owner ) && ( ent->owner->health <= 0 ) )
|
|
{//our spawner thing is broken
|
|
if ( ent->target2 && ent->target2[0] )
|
|
{
|
|
//Fire off our target2
|
|
G_UseTargets2( ent, ent, ent->target2 );
|
|
|
|
//Kill us
|
|
ent->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
ent->nextthink = level.time + 100;
|
|
}
|
|
else
|
|
{
|
|
//Try to spawn again in one second
|
|
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
|
|
ent->nextthink = level.time + 1000;
|
|
}
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
//Test for an entity blocking the spawn
|
|
trace_t tr;
|
|
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, MASK_NPCSOLID );
|
|
|
|
//Can't have anything in the way
|
|
if ( tr.allsolid || tr.startsolid )
|
|
{
|
|
ent->nextthink = level.time + 1000;
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
*/
|
|
void NPC_DefaultScriptFlags( gentity_t *ent )
|
|
{
|
|
if ( !ent || !ent->NPC )
|
|
{
|
|
return;
|
|
}
|
|
//Set up default script flags
|
|
ent->NPC->scriptFlags = (SCF_CHASE_ENEMIES|SCF_LOOK_FOR_ENEMIES);
|
|
}
|
|
|
|
#define MAX_SAFESPAWN_ENTS 4
|
|
|
|
bool NPC_SafeSpawn( gentity_t *ent, float safeRadius )
|
|
{
|
|
gentity_t *radiusEnts[ MAX_SAFESPAWN_ENTS ];
|
|
vec3_t safeMins, safeMaxs;
|
|
float distance = 999999;
|
|
int numEnts = 0;
|
|
float safeRadiusSquared = safeRadius*safeRadius;
|
|
|
|
if (!ent)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//Setup the bbox to search in
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
safeMins[i] = ent->currentOrigin[i] - safeRadius;
|
|
safeMaxs[i] = ent->currentOrigin[i] + safeRadius;
|
|
}
|
|
|
|
//Get a number of entities in a given space
|
|
numEnts = gi.EntitiesInBox( safeMins, safeMaxs, radiusEnts, MAX_SAFESPAWN_ENTS );
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
//Don't consider self
|
|
if ( radiusEnts[i] == ent )
|
|
continue;
|
|
|
|
if (radiusEnts[i]->NPC && (radiusEnts[i]->health == 0))
|
|
{
|
|
// ignore dead guys
|
|
continue;
|
|
}
|
|
|
|
distance = DistanceSquared( ent->currentOrigin, radiusEnts[i]->currentOrigin );
|
|
|
|
//Found one too close to us
|
|
if ( distance < safeRadiusSquared )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Spawn_Go
|
|
-------------------------
|
|
*/
|
|
|
|
gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow )
|
|
{
|
|
gentity_t *newent;
|
|
int index;
|
|
vec3_t saveOrg;
|
|
|
|
/* //Do extra code for stasis spawners
|
|
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
|
|
{
|
|
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
|
|
return;
|
|
}
|
|
*/
|
|
|
|
// 4/18/03 kef -- don't let guys spawn into other guys
|
|
if (ent->spawnflags & 4096)
|
|
{
|
|
if (!NPC_SafeSpawn(ent, 64))
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
//Test for drop to floor
|
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
trace_t tr;
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( ent->currentOrigin, saveOrg );
|
|
VectorCopy( ent->currentOrigin, bottom );
|
|
bottom[2] = MIN_WORLD_COORD;
|
|
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, bottom, ent->s.number, MASK_NPCSOLID );
|
|
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
|
|
{
|
|
G_SetOrigin( ent, tr.endpos );
|
|
}
|
|
}
|
|
|
|
//Check the spawner's count
|
|
if( ent->count != -1 )
|
|
{
|
|
ent->count--;
|
|
|
|
if( ent->count <= 0 )
|
|
{
|
|
ent->e_UseFunc = useF_NULL;//never again
|
|
//will be removed below
|
|
}
|
|
}
|
|
|
|
newent = G_Spawn();
|
|
|
|
if ( newent == NULL )
|
|
{
|
|
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
|
|
|
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
G_SetOrigin( ent, saveOrg );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
newent->client = (gclient_s *)gi.Malloc(sizeof(gclient_s), TAG_G_ALLOC, qtrue);
|
|
|
|
newent->svFlags |= SVF_NPC;
|
|
|
|
if ( ent->NPC_type == NULL )
|
|
{
|
|
ent->NPC_type = "random";
|
|
newent->NPC_type = "random";
|
|
}
|
|
else
|
|
{
|
|
newent->NPC_type = strlwr( G_NewString( ent->NPC_type ) ); //get my own copy so i can free it when i die
|
|
}
|
|
|
|
newent->NPC = (gNPC_t*) gi.Malloc(sizeof(gNPC_t), TAG_G_ALLOC, qtrue);
|
|
|
|
newent->NPC->tempGoal = G_Spawn();
|
|
|
|
newent->NPC->tempGoal->classname = "NPC_goal";
|
|
newent->NPC->tempGoal->owner = newent;
|
|
newent->NPC->tempGoal->svFlags |= SVF_NOCLIENT;
|
|
|
|
//==NPC_Connect( newent, net_name );===================================
|
|
|
|
if ( ent->svFlags & SVF_NO_BASIC_SOUNDS )
|
|
{
|
|
newent->svFlags |= SVF_NO_BASIC_SOUNDS;
|
|
}
|
|
if ( ent->svFlags & SVF_NO_COMBAT_SOUNDS )
|
|
{
|
|
newent->svFlags |= SVF_NO_COMBAT_SOUNDS;
|
|
}
|
|
if ( ent->svFlags & SVF_NO_EXTRA_SOUNDS )
|
|
{
|
|
newent->svFlags |= SVF_NO_EXTRA_SOUNDS;
|
|
}
|
|
|
|
if ( ent->message )
|
|
{//has a key
|
|
newent->message = G_NewString(ent->message);//copy the key name
|
|
newent->flags |= FL_NO_KNOCKBACK;//don't fall off ledges
|
|
}
|
|
|
|
// If this is a vehicle we need to see what kind it is so we properlly allocate it.
|
|
if ( Q_stricmp( ent->classname, "NPC_Vehicle" ) == 0 )
|
|
{
|
|
// Get the vehicle entry index.
|
|
int iVehIndex = BG_VehicleGetIndex( newent->NPC_type );
|
|
|
|
if ( iVehIndex == -1 )
|
|
{
|
|
Com_Printf( S_COLOR_RED"ERROR: Attempting to Spawn an unrecognized Vehicle! - %s\n", newent->NPC_type );
|
|
G_FreeEntity( newent );
|
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
G_SetOrigin( ent, saveOrg );
|
|
}
|
|
return NULL;
|
|
}
|
|
newent->soundSet = G_NewString(ent->soundSet);//get my own copy so i can free it when i die
|
|
|
|
// NOTE: If you change/add any of these, update NPC_Spawn_f for the new vehicle you
|
|
// want to be able to spawn in manually.
|
|
|
|
// See what kind of vehicle this is and allocate it properly.
|
|
switch( g_vehicleInfo[iVehIndex].type )
|
|
{
|
|
case VH_ANIMAL:
|
|
// Create the animal (making sure all it's data is initialized).
|
|
G_CreateAnimalNPC( &newent->m_pVehicle, newent->NPC_type );
|
|
break;
|
|
|
|
case VH_SPEEDER:
|
|
// Create the speeder (making sure all it's data is initialized).
|
|
G_CreateSpeederNPC( &newent->m_pVehicle, newent->NPC_type );
|
|
break;
|
|
|
|
case VH_FIGHTER:
|
|
// Create the fighter (making sure all it's data is initialized).
|
|
G_CreateFighterNPC( &newent->m_pVehicle, newent->NPC_type );
|
|
break;
|
|
case VH_WALKER:
|
|
// Create the animal (making sure all it's data is initialized).
|
|
G_CreateWalkerNPC( &newent->m_pVehicle, newent->NPC_type );
|
|
break;
|
|
|
|
default:
|
|
Com_Printf( S_COLOR_RED"ERROR: Attempting to Spawn an unrecognized Vehicle Type! - %s\n", newent->NPC_type );
|
|
G_FreeEntity( newent );
|
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
G_SetOrigin( ent, saveOrg );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//grab this from the spawner
|
|
if ( (ent->spawnflags&1) )
|
|
{//wants to explode when not in vis of player
|
|
newent->endFrame = ent->endFrame;
|
|
}
|
|
|
|
// Setup the vehicle.
|
|
newent->m_pVehicle->m_pParentEntity = newent;
|
|
newent->m_pVehicle->m_pVehicleInfo->Initialize( newent->m_pVehicle );
|
|
newent->client->NPC_class = CLASS_VEHICLE;
|
|
|
|
}
|
|
else
|
|
{
|
|
newent->client->ps.weapon = WP_NONE;//init for later check in NPC_Begin
|
|
}
|
|
|
|
newent->classname = "NPC";
|
|
VectorCopy(ent->s.origin, newent->s.origin);
|
|
VectorCopy(ent->s.origin, newent->client->ps.origin);
|
|
VectorCopy(ent->s.origin, newent->currentOrigin);
|
|
G_SetOrigin(newent, ent->s.origin);//just to be sure!
|
|
//NOTE: on vehicles, anything in the .npc file will STOMP data on the NPC that's set by the vehicle
|
|
if ( !NPC_ParseParms( ent->NPC_type, newent ) )
|
|
{
|
|
gi.Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
|
|
G_FreeEntity( newent );
|
|
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
G_SetOrigin( ent, saveOrg );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
if ( ent->NPC_type )
|
|
{
|
|
if ( !Q_stricmp( ent->NPC_type, "player" ) )
|
|
{// Or check NPC_type against player's NPC_type?
|
|
newent->NPC->aiFlags |= NPCAI_MATCHPLAYERWEAPON;
|
|
}
|
|
else if ( !Q_stricmp( ent->NPC_type, "test" ) )
|
|
{
|
|
int n;
|
|
for ( n = 0; n < 1 ; n++)
|
|
{
|
|
if ( !(g_entities[n].svFlags & SVF_NPC) && g_entities[n].client)
|
|
{
|
|
VectorCopy(g_entities[n].s.origin, newent->s.origin);
|
|
newent->client->playerTeam = g_entities[n].client->playerTeam;
|
|
break;
|
|
}
|
|
}
|
|
newent->NPC->defaultBehavior = newent->NPC->behaviorState = BS_WAIT;
|
|
// newent->svFlags |= SVF_NOPUSH;
|
|
}
|
|
}
|
|
//=====================================================================
|
|
//set the info we want
|
|
newent->health = ent->health;
|
|
newent->wait = ent->wait;
|
|
|
|
//copy strings so we can safely free them
|
|
newent->script_targetname = G_NewString(ent->NPC_targetname);
|
|
newent->targetname = G_NewString(ent->NPC_targetname);
|
|
newent->target = G_NewString(ent->NPC_target);//death
|
|
newent->target2 = G_NewString(ent->target2);//knocked out death
|
|
newent->target3 = G_NewString(ent->target3);//???
|
|
newent->target4 = G_NewString(ent->target4);//ffire death
|
|
newent->paintarget = G_NewString(ent->paintarget);
|
|
newent->opentarget = G_NewString(ent->opentarget);
|
|
newent->radius = ent->radius;
|
|
|
|
newent->NPC->eventualGoal = ent->enemy;
|
|
|
|
for( index = BSET_FIRST; index < NUM_BSETS; index++)
|
|
{
|
|
if ( ent->behaviorSet[index] )
|
|
{
|
|
newent->behaviorSet[index] = ent->behaviorSet[index];
|
|
}
|
|
}
|
|
|
|
VectorCopy(ent->s.angles, newent->s.angles);
|
|
VectorCopy(ent->s.angles, newent->currentAngles);
|
|
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
|
|
newent->NPC->desiredYaw =ent->s.angles[YAW];
|
|
|
|
//gi.linkentity(newent); //check: don't need this here?
|
|
newent->spawnflags = ent->spawnflags;
|
|
|
|
//==New stuff=====================================================================
|
|
newent->s.eType = ET_PLAYER;
|
|
|
|
//FIXME: Call CopyParms
|
|
if ( ent->parms )
|
|
{
|
|
for ( int parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
|
|
{
|
|
if ( ent->parms->parm[parmNum] && ent->parms->parm[parmNum][0] )
|
|
{
|
|
Q3_SetParm( newent->s.number, parmNum, ent->parms->parm[parmNum] );
|
|
}
|
|
}
|
|
}
|
|
//FIXME: copy cameraGroup, store mine in message or other string field
|
|
|
|
//set origin
|
|
newent->s.pos.trType = TR_INTERPOLATE;
|
|
newent->s.pos.trTime = level.time;
|
|
VectorCopy( newent->currentOrigin, newent->s.pos.trBase );
|
|
VectorClear( newent->s.pos.trDelta );
|
|
newent->s.pos.trDuration = 0;
|
|
//set angles
|
|
newent->s.apos.trType = TR_INTERPOLATE;
|
|
newent->s.apos.trTime = level.time;
|
|
VectorCopy( newent->currentOrigin, newent->s.apos.trBase );
|
|
VectorClear( newent->s.apos.trDelta );
|
|
newent->s.apos.trDuration = 0;
|
|
|
|
newent->NPC->combatPoint = -1;
|
|
newent->NPC->aiFlags |= ent->bounceCount;//ai flags
|
|
|
|
|
|
newent->flags |= FL_NOTARGET;//So he's ignored until he's fully spawned
|
|
newent->s.eFlags |= EF_NODRAW;//So he's ignored until he's fully spawned
|
|
|
|
if ( fullSpawnNow )
|
|
{
|
|
newent->owner = ent->owner;
|
|
}
|
|
else
|
|
{
|
|
newent->e_ThinkFunc = thinkF_NPC_Begin;
|
|
newent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
NPC_DefaultScriptFlags( newent );
|
|
|
|
gi.linkentity (newent);
|
|
|
|
if(ent->e_UseFunc == useF_NULL)
|
|
{
|
|
if( ent->target )
|
|
{//use any target we're pointed at
|
|
G_UseTargets ( ent, ent );
|
|
}
|
|
if(ent->closetarget)
|
|
{//last guy should fire this target when he dies
|
|
if (newent->target)
|
|
{//zap
|
|
gi.Free(newent->target);
|
|
}
|
|
newent->target = G_NewString(ent->closetarget);
|
|
}
|
|
G_FreeEntity( ent );//bye!
|
|
}
|
|
else if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
|
|
{
|
|
G_SetOrigin( ent, saveOrg );
|
|
}
|
|
if ( fullSpawnNow )
|
|
{
|
|
NPC_Begin( newent );
|
|
}
|
|
return newent;
|
|
}
|
|
|
|
void NPC_Spawn_Go( gentity_t *ent )
|
|
{
|
|
NPC_Spawn_Do( ent, qfalse );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_StasisSpawnEffect
|
|
-------------------------
|
|
*/
|
|
/*
|
|
void NPC_StasisSpawnEffect( gentity_t *ent )
|
|
{
|
|
vec3_t start, end, forward;
|
|
qboolean taper;
|
|
|
|
//Floor or wall?
|
|
if ( ent->spawnflags & 1 )
|
|
{
|
|
AngleVectors( ent->s.angles, forward, NULL, NULL );
|
|
VectorMA( ent->currentOrigin, 24, forward, end );
|
|
VectorMA( ent->currentOrigin, -20, forward, start );
|
|
|
|
start[2] += 64;
|
|
|
|
taper = qtrue;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->currentOrigin, start );
|
|
VectorCopy( start, end );
|
|
end[2] += 48;
|
|
taper = qfalse;
|
|
}
|
|
|
|
//Add the effect
|
|
// CG_ShimmeryThing_Spawner( start, end, 32, qtrue, 1000 );
|
|
}
|
|
*/
|
|
/*
|
|
-------------------------
|
|
NPC_ShySpawn
|
|
-------------------------
|
|
*/
|
|
|
|
#define SHY_THINK_TIME 1000
|
|
#define SHY_SPAWN_DISTANCE 128
|
|
#define SHY_SPAWN_DISTANCE_SQR ( SHY_SPAWN_DISTANCE * SHY_SPAWN_DISTANCE )
|
|
|
|
void NPC_ShySpawn( gentity_t *ent )
|
|
{
|
|
ent->nextthink = level.time + SHY_THINK_TIME;
|
|
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
|
|
|
|
if ( DistanceSquared( g_entities[0].currentOrigin, ent->currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
|
|
return;
|
|
|
|
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
|
|
if ( (NPC_ClearLOS( &g_entities[0], ent->currentOrigin )) )
|
|
return;
|
|
|
|
// 4/18/03 kef -- don't let guys spawn into other guys
|
|
if (ent->spawnflags & 4096)
|
|
{
|
|
if (!NPC_SafeSpawn(ent, 64))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
ent->nextthink = 0;
|
|
|
|
NPC_Spawn_Go( ent );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Spawn
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_Spawn ( gentity_t *ent, gentity_t *other, gentity_t *activator )
|
|
{
|
|
//delay before spawning NPC
|
|
if (other->spawnflags&32)
|
|
{
|
|
ent->enemy = activator;
|
|
}
|
|
if( ent->delay )
|
|
{
|
|
/* //Stasis does an extra step
|
|
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
|
|
{
|
|
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
|
|
return;
|
|
}
|
|
*/
|
|
if ( ent->spawnflags & 2048 ) // SHY
|
|
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
|
|
else
|
|
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
|
|
|
|
ent->nextthink = level.time + ent->delay;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->spawnflags & 2048 ) // SHY
|
|
NPC_ShySpawn( ent );
|
|
else
|
|
NPC_Spawn_Go( ent );
|
|
}
|
|
}
|
|
|
|
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
SAFE - Won't spawn if an entity is within 64 units
|
|
|
|
NPC_type - name of NPC (in npcs.cfg) to spawn in
|
|
|
|
targetname - name this NPC goes by for targetting
|
|
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
|
|
target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken
|
|
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them)
|
|
|
|
If targeted, will only spawn a NPC when triggered
|
|
count - how many NPCs to spawn (only if targetted) default = 1
|
|
delay - how long to wait to spawn after used
|
|
wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2)
|
|
|
|
NPC_targetname - NPC's targetname AND script_targetname
|
|
NPC_target - NPC's target to fire when killed
|
|
NPC_target2 - NPC's target to fire when knocked out
|
|
NPC_target4 - NPC's target to fire when killed by friendly fire
|
|
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
|
|
health - starting health (default = 100)
|
|
|
|
"noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain, death, etc)
|
|
"noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.)
|
|
"noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds)
|
|
|
|
spawnscript - default script to run once spawned (none by default)
|
|
usescript - default script to run when used (none by default)
|
|
awakescript - default script to run once awoken (none by default)
|
|
angerscript - default script to run once angered (none by default)
|
|
painscript - default script to run when hit (none by default)
|
|
fleescript - default script to run when hit and below 50% health (none by default)
|
|
deathscript - default script to run when killed (none by default)
|
|
These strings can be used to activate behaviors instead of scripts - these are checked
|
|
first and so no scripts should be names with these names:
|
|
default - 0: whatever
|
|
idle - 1: Stand around, do abolutely nothing
|
|
roam - 2: Roam around, collect stuff
|
|
walk - 3: Crouch-Walk toward their goals
|
|
run - 4: Run toward their goals
|
|
standshoot - 5: Stay in one spot and shoot- duck when neccesary
|
|
standguard - 6: Wait around for an enemy
|
|
patrol - 7: Follow a path, looking for enemies
|
|
huntkill - 8: Track down enemies and kill them
|
|
evade - 9: Run from enemies
|
|
evadeshoot - 10: Run from enemies, shoot them if they hit you
|
|
runshoot - 11: Run to your goal and shoot enemy when possible
|
|
defend - 12: Defend an entity or spot?
|
|
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
|
|
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
|
|
medic - 15: Go for lowest health buddy, hide and heal him.
|
|
takecover - 16: Find nearest cover from enemies
|
|
getammo - 17: Go get some ammo
|
|
advancefight - 18: Go somewhere and fight along the way
|
|
face - 19: turn until facing desired angles
|
|
wait - 20: do nothing
|
|
formation - 21: Maintain a formation
|
|
crouch - 22: Crouch-walk toward their goals
|
|
|
|
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
|
|
*/
|
|
//void NPC_PrecacheModels ( char *NPCName );
|
|
extern qboolean spawning; // the G_Spawn*() functions are valid (only turned on during one function)
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extern void NPC_PrecacheByClassName(const char*);
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void SP_NPC_spawner( gentity_t *self)
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{
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extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
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float fDelay;
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//register/precache the models needed for this NPC, not anymore
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//self->classname = "NPC_spawner";
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if(!self->count)
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{
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self->count = 1;
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}
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//NOTE: bounceCount is transferred to the spawned NPC's NPC->aiFlags
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self->bounceCount = 0;
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{
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static int garbage;
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//Stop loading of certain extra sounds
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if ( G_SpawnInt( "noBasicSounds", "0", &garbage ) )
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{
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self->svFlags |= SVF_NO_BASIC_SOUNDS;
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}
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if ( G_SpawnInt( "noCombatSounds", "0", &garbage ) )
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{
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self->svFlags |= SVF_NO_COMBAT_SOUNDS;
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}
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if ( G_SpawnInt( "noExtraSounds", "0", &garbage ) )
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{
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self->svFlags |= SVF_NO_EXTRA_SOUNDS;
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}
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if ( G_SpawnInt( "nodelay", "0", &garbage ) )
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{
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self->bounceCount |= NPCAI_NO_JEDI_DELAY;
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}
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}
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if ( !self->wait )
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{
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self->wait = 500;
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}
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else
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{
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self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
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}
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G_SpawnFloat( "delay", "0", &fDelay );
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if ( fDelay )
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{
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self->delay = ceil(1000.0f*fDelay);//1 = 1 msec, 1000 = 1 sec
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}
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if ( self->delay > 0 )
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{
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self->svFlags |= SVF_NPC_PRECACHE;
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}
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//We have to load the animation.cfg now because spawnscripts are going to want to set anims and we need to know their length and if they're valid
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NPC_PrecacheAnimationCFG( self->NPC_type );
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if ( self->targetname )
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{//Wait for triggering
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self->e_UseFunc = useF_NPC_Spawn;
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self->svFlags |= SVF_NPC_PRECACHE;//FIXME: precache my weapons somehow?
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//NPC_PrecacheModels( self->NPC_type );
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}
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else
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{
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//NOTE: auto-spawners never check for shy spawning
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if ( spawning )
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{//in entity spawn stage - map starting up
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self->e_ThinkFunc = thinkF_NPC_Spawn_Go;
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self->nextthink = level.time + START_TIME_REMOVE_ENTS + 50;
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}
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else
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{//else spawn right now
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NPC_Spawn( self, self, self );
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}
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}
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if (!(self->svFlags&SVF_NPC_PRECACHE))
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{
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NPC_PrecacheByClassName(self->NPC_type);
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}
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//FIXME: store cameraGroup somewhere else and apply to spawned NPCs' cameraGroup
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//Or just don't include NPC_spawners in cameraGroupings
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if ( self->message )
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{//may drop a key, precache the key model and pickup sound
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G_SoundIndex( "sound/weapons/key_pkup.wav" );
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if ( !Q_stricmp( "goodie", self->message ) )
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{
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RegisterItem( FindItemForInventory( INV_GOODIE_KEY ) );
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}
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else
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{
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RegisterItem( FindItemForInventory( INV_SECURITY_KEY ) );
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}
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}
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}
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//=============================================================================================
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//VEHICLES
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//=============================================================================================
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/*QUAKED NPC_Vehicle (1 0 0) (-16 -16 -24) (16 16 32) NO_VIS_DIE x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE
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set NPC_type to vehicle name in vehicles.dat
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NO_VIS_DIE - die after certain amount of time of not having a LOS to the Player (default time is 10 seconds, change by setting "noVisTime")
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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SAFE - Won't spawn if an entity is within 64 units
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"noVisTime" - how long to wait after spawning/last being seen by the player beforw blowing ourselves up (default is 10 seconds)
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"skin" - which skin to set "red" for example - If no skin it is random
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*/
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void NPC_VehicleSpawnUse( gentity_t *self, gentity_t *other, gentity_t *activator )
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{
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G_VehicleSpawn( self );
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}
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void SP_NPC_Vehicle( gentity_t *self)
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{
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if ( !self->NPC_type )
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{
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self->NPC_type = "swoop";
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}
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if ( !self->classname )
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{
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self->classname = "NPC_Vehicle";
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}
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G_SetOrigin( self, self->s.origin );
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G_SetAngles( self, self->s.angles );
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G_SpawnString("skin", "", &self->soundSet);
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//grab this from the spawner
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if ( (self->spawnflags&1) )
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{//wants to explode when not in vis of player
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if ( !self->endFrame )
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{
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self->endFrame = NO_PILOT_DIE_TIME;
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}
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}
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if ( self->targetname )
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{
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self->svFlags |= SVF_NPC_PRECACHE; // Precache The Bike when all other npcs are precached
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self->e_UseFunc = useF_NPC_VehicleSpawnUse;
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//we're not spawning until later, so precache us now
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BG_VehicleGetIndex( self->NPC_type );
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}
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else
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{
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G_VehicleSpawn( self );
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}
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}
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//=============================================================================================
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//CHARACTERS
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//=============================================================================================
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/*QUAKED NPC_Player (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Player( gentity_t *self)
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{
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self->NPC_type = "Player";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Kyle (1 0 0) (-16 -16 -24) (16 16 32) BOSS x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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BOSS - Uses Boss AI
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Kyle( gentity_t *self)
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{
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if ( (self->spawnflags&1) )
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{
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self->NPC_type = "Kyle_boss";
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}
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else
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{
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self->NPC_type = "Kyle";
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}
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Lando(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Lando( gentity_t *self)
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{
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self->NPC_type = "Lando";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Jan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Jan( gentity_t *self)
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{
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self->NPC_type = "Jan";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Luke(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
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CEILING - Sticks to the ceiling until he sees an enemy or takes pain
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Luke( gentity_t *self)
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{
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self->NPC_type = "Luke";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_MonMothma(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_MonMothma( gentity_t *self)
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{
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self->NPC_type = "MonMothma";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Rosh_Penin (1 0 0) (-16 -16 -24) (16 16 32) DARKSIDE NOFORCE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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Good Rosh
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DARKSIDE - Evil Rosh
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NOFORCE - Can't jump, starts with no saber
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Rosh_Penin( gentity_t *self)
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{
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if ( (self->spawnflags&1) )
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{
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self->NPC_type = "rosh_dark";
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}
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else if ( (self->spawnflags&2) )
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{
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self->NPC_type = "rosh_penin_noforce";
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}
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else
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{
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self->NPC_type = "rosh_penin";
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}
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Tavion (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
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CEILING - Sticks to the ceiling until he sees an enemy or takes pain
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Tavion( gentity_t *self)
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{
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self->NPC_type = "Tavion";
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SP_NPC_spawner( self );
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}
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/*QUAKED NPC_Tavion_New (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
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Has a red lightsaber and force powers, uses her saber style from JK2
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SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses dual saber style and occasionally attacks with Scepter
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SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong style
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CEILING - Sticks to the ceiling until he sees an enemy or takes pain
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Tavion_New( gentity_t *self)
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{
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if ( (self->spawnflags&1) )
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{
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self->NPC_type = "tavion_scepter";
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}
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else if ( (self->spawnflags&2) )
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|
{
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self->NPC_type = "tavion_sith_sword";
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}
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else
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|
{
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self->NPC_type = "tavion_new";
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}
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SP_NPC_spawner( self );
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}
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|
|
/*QUAKED NPC_Alora (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
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|
Lightsaber and level 2 force powers, 300 health
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|
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DUAL - Dual sabers and level 3 force powers, 500 health
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|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
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CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
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NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
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void SP_NPC_Alora( gentity_t *self)
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{
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|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "alora_dual";
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|
}
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|
else
|
|
{
|
|
self->NPC_type = "alora";
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}
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|
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SP_NPC_spawner( self );
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}
|
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|
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/*QUAKED NPC_Reelo(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
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STARTINSOLID - Don't try to fix if spawn in solid
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SHY - Spawner is shy
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*/
|
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void SP_NPC_Reelo( gentity_t *self)
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|
{
|
|
self->NPC_type = "Reelo";
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|
|
|
SP_NPC_spawner( self );
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}
|
|
|
|
/*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
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|
MECH - will be the armored Galak
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Galak( gentity_t *self)
|
|
{
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|
}
|
|
|
|
/*QUAKED NPC_Desann(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Desann( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Desann";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Rax(1 0 0) (-16 -16 -24) (16 16 40) FUN x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
FUN - Makes him magically the funnest thing ever in any game ever made. (actually does nothing, it'll just be fun by the power of suggestion).
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Rax( gentity_t *self )
|
|
{
|
|
self->NPC_type = "Rax";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_BobaFett(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_BobaFett( gentity_t *self )
|
|
{
|
|
self->NPC_type = "Boba_Fett";
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Ragnos(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Ragnos( gentity_t *self )
|
|
{
|
|
self->NPC_type = "Ragnos";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Lannik_Racto(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Lannik_Racto( gentity_t *self )
|
|
{
|
|
self->NPC_type = "lannik_racto";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Kothos(1 0 0) (-16 -16 -24) (16 16 40) VIL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
VIL - spawns Vil Kothos instead of Dasariah (can anyone tell them apart anyway...?)
|
|
|
|
Force only... will (eventually) be set up to re-inforce their leader (use SET_LEADER) by healing them, recharging them, keeping the player away, etc.
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Kothos( gentity_t *self )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "VKothos";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "DKothos";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Chewbacca(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Chewbacca( gentity_t *self )
|
|
{
|
|
self->NPC_type = "Chewie";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Bartender(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Bartender( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Bartender";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_MorganKatarn(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_MorganKatarn( gentity_t *self)
|
|
{
|
|
self->NPC_type = "MorganKatarn";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//=============================================================================================
|
|
//ALLIES
|
|
//=============================================================================================
|
|
|
|
/*QUAKED NPC_Jedi(1 0 0) (-16 -16 -24) (16 16 40) TRAINER MASTER RANDOM x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
TRAINER - Special Jedi- instructor
|
|
MASTER - Special Jedi- master
|
|
RANDOM - creates a random Jedi student using the available player models/skins (excludes the current model of the player)
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Ally Jedi NPC Buddy - tags along with player
|
|
*/
|
|
extern cvar_t *g_char_model;
|
|
void SP_NPC_Jedi( gentity_t *self)
|
|
{
|
|
if(!self->NPC_type)
|
|
{
|
|
if ( self->spawnflags & 4 )
|
|
{//random!
|
|
int sanityCheck = 20; //just in case
|
|
while ( sanityCheck-- )
|
|
{
|
|
switch( Q_irand( 0, 11 ) )
|
|
{
|
|
case 0:
|
|
self->NPC_type = "jedi_hf1";
|
|
break;
|
|
case 1:
|
|
self->NPC_type = "jedi_hf2";
|
|
break;
|
|
case 2:
|
|
self->NPC_type = "jedi_hm1";
|
|
break;
|
|
case 3:
|
|
self->NPC_type = "jedi_hm2";
|
|
break;
|
|
case 4:
|
|
self->NPC_type = "jedi_kdm1";
|
|
break;
|
|
case 5:
|
|
self->NPC_type = "jedi_kdm2";
|
|
break;
|
|
case 6:
|
|
self->NPC_type = "jedi_rm1";
|
|
break;
|
|
case 7:
|
|
self->NPC_type = "jedi_rm2";
|
|
break;
|
|
case 8:
|
|
self->NPC_type = "jedi_tf1";
|
|
break;
|
|
case 9:
|
|
self->NPC_type = "jedi_tf2";
|
|
break;
|
|
case 10:
|
|
self->NPC_type = "jedi_zf1";
|
|
break;
|
|
case 11:
|
|
default://just in case
|
|
self->NPC_type = "jedi_zf2";
|
|
break;
|
|
}
|
|
if ( strstr( self->NPC_type, g_char_model->string ) != NULL )
|
|
{//bah, we're using this one, try again
|
|
continue;
|
|
}
|
|
break; //get out of the while
|
|
}
|
|
}
|
|
else if ( self->spawnflags & 2 )
|
|
{
|
|
self->NPC_type = "jedimaster";
|
|
}
|
|
else if ( self->spawnflags & 1 )
|
|
{
|
|
self->NPC_type = "jeditrainer";
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
self->NPC_type = "JediF";
|
|
}
|
|
else
|
|
*/if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "Jedi";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "Jedi2";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Prisoner(1 0 0) (-16 -16 -24) (16 16 40) ELDER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Prisoner( gentity_t *self)
|
|
{
|
|
if(!self->NPC_type)
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "elder";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "elder2";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "Prisoner";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "Prisoner2";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Merchant(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Merchant( gentity_t *self)
|
|
{
|
|
self->NPC_type = "merchant";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
/*QUAKED NPC_Rebel(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Rebel( gentity_t *self)
|
|
{
|
|
if(!self->NPC_type)
|
|
{
|
|
self->NPC_type = "Rebel";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//=============================================================================================
|
|
//ENEMIES
|
|
//=============================================================================================
|
|
|
|
/*QUAKED NPC_Human_Merc(1 0 0) (-16 -16 -24) (16 16 40) BOWCASTER REPEATER FLECHETTE CONCUSSION DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
100 health, blaster rifle
|
|
|
|
BOWCASTER - Starts with a Bowcaster
|
|
REPEATER - Starts with a Repeater
|
|
FLECHETTE - Starts with a Flechette gun
|
|
CONCUSSION - Starts with a Concussion Rifle
|
|
|
|
If you want them to start with any other kind of weapon, make a spawnscript for them that sets their weapon.
|
|
|
|
"message" - turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag. NOTE: this overrides all the weapon spawnflags
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Human_Merc( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->message )
|
|
{
|
|
self->NPC_type = "human_merc_key";
|
|
}
|
|
else if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "human_merc_bow";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "human_merc_rep";
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{
|
|
self->NPC_type = "human_merc_flc";
|
|
}
|
|
else if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "human_merc_cnc";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "human_merc";
|
|
}
|
|
}
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//TROOPERS=============================================================================
|
|
|
|
/*QUAKED NPC_Stormtrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY COMMANDO
|
|
30 health, blaster
|
|
|
|
OFFICER - 60 health, flechette
|
|
COMMANDER - 60 health, heavy repeater
|
|
ALTOFFICER - 60 health, alt-fire flechette (grenades)
|
|
ROCKET - 60 health, rocket launcher
|
|
|
|
COMMANDO - Causes character to use Hazard Trooper (move in formation AI)
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Stormtrooper( gentity_t *self)
|
|
{
|
|
if ( self->spawnflags & 8 )
|
|
{//rocketer
|
|
self->NPC_type = "rockettrooper";
|
|
}
|
|
else if ( self->spawnflags & 4 )
|
|
{//alt-officer
|
|
self->NPC_type = "stofficeralt";
|
|
}
|
|
else if ( self->spawnflags & 2 )
|
|
{//commander
|
|
self->NPC_type = "stcommander";
|
|
}
|
|
else if ( self->spawnflags & 1 )
|
|
{//officer
|
|
self->NPC_type = "stofficer";
|
|
}
|
|
else
|
|
{//regular trooper
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "StormTrooper";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "StormTrooper2";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
void SP_NPC_StormtrooperOfficer( gentity_t *self)
|
|
{
|
|
self->spawnflags |= 1;
|
|
SP_NPC_Stormtrooper( self );
|
|
}
|
|
/*QUAKED NPC_Snowtrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
30 health, blaster
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Snowtrooper( gentity_t *self)
|
|
{
|
|
self->NPC_type = "snowtrooper";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
/*QUAKED NPC_Tie_Pilot(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
30 health, blaster
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Tie_Pilot( gentity_t *self)
|
|
{
|
|
self->NPC_type = "stormpilot";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_RocketTrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER SPOTLIGHT x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
200 health, flies, rockets
|
|
|
|
OFFICER - starts flying, uses concussion rifle instead of rockets
|
|
SPOTLIGHT - uses a shoulder-mounted spotlight
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_RocketTrooper( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "rockettrooper2Officer";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "rockettrooper2";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_HazardTrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER CONCUSSION x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
250 health, repeater
|
|
|
|
OFFICER - 400 health, flechette
|
|
CONCUSSION - 400 health, concussion rifle
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_HazardTrooper( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
|
|
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "hazardtrooperofficer";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "hazardtrooperconcussion";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "hazardtrooper";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//OTHERS=============================================================================
|
|
|
|
/*QUAKED NPC_Ugnaught(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Ugnaught( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "Ugnaught";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "Ugnaught2";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Jawa(1 0 0) (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
ARMED - starts with the Jawa gun in-hand
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Jawa( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "jawa_armed";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "jawa";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Gran(1 0 0) (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
Uses grenade
|
|
|
|
SHOOTER - uses blaster instead of
|
|
BOXER - uses fists only
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Gran( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->spawnflags & 1 )
|
|
{
|
|
self->NPC_type = "granshooter";
|
|
}
|
|
else if ( self->spawnflags & 2 )
|
|
{
|
|
self->NPC_type = "granboxer";
|
|
}
|
|
else
|
|
{
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "gran";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "gran2";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Rodian(1 0 0) (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
BLASTER uses a blaster instead of sniper rifle, different skin
|
|
NO_HIDE (only applicable with snipers) does not duck and hide between shots
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Rodian( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->spawnflags&1 )
|
|
{
|
|
self->NPC_type = "rodian2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "rodian";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Weequay(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Weequay( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
switch ( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
self->NPC_type = "Weequay";
|
|
break;
|
|
case 1:
|
|
self->NPC_type = "Weequay2";
|
|
break;
|
|
case 2:
|
|
self->NPC_type = "Weequay3";
|
|
break;
|
|
case 3:
|
|
self->NPC_type = "Weequay4";
|
|
break;
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Trandoshan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Trandoshan( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
self->NPC_type = "Trandoshan";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Tusken(1 0 0) (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Tusken( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "tuskensniper";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "tusken";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Noghri(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Noghri( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
self->NPC_type = "noghri";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_SwampTrooper(1 0 0) (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
REPEATER - Swaptrooper who uses the repeater
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_SwampTrooper( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->spawnflags & 1 )
|
|
{
|
|
self->NPC_type = "SwampTrooper2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "SwampTrooper";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Imperial(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Greyshirt grunt, uses blaster pistol, 20 health.
|
|
|
|
OFFICER - Brownshirt Officer, uses blaster rifle, 40 health
|
|
COMMANDER - Blackshirt Commander, uses rapid-fire blaster rifle, 80 healt
|
|
|
|
"message" - if a COMMANDER, turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag.
|
|
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Imperial( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->spawnflags & 1 )
|
|
{
|
|
self->NPC_type = "ImpOfficer";
|
|
}
|
|
else if ( self->spawnflags & 2 )
|
|
{
|
|
self->NPC_type = "ImpCommander";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "Imperial";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_ImpWorker(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_ImpWorker( gentity_t *self)
|
|
{
|
|
self->NPC_type = "ImpWorker";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_BespinCop(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_BespinCop( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "BespinCop";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "BespinCop2";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Reborn(1 0 0) (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Default Reborn is A poor lightsaber fighter, acrobatic and uses no force powers. 40 health.
|
|
|
|
FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic. 75 health.
|
|
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers. 100 health.
|
|
ACROBAT - quite acrobatic, but not the best lightsaber fighter and uses no force powers. 100 health.
|
|
BOSS - quite acrobatic, good lightsaber fighter and uses force powers. 150 health.
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Reborn not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Reborn( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( self->spawnflags & 1 )
|
|
{
|
|
self->NPC_type = "rebornforceuser";
|
|
}
|
|
else if ( self->spawnflags & 2 )
|
|
{
|
|
self->NPC_type = "rebornfencer";
|
|
}
|
|
else if ( self->spawnflags & 4 )
|
|
{
|
|
self->NPC_type = "rebornacrobat";
|
|
}
|
|
else if ( self->spawnflags & 8 )
|
|
{
|
|
self->NPC_type = "rebornboss";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "reborn";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Reborn_New(1 0 0) (-16 -16 -24) (16 16 40) DUAL STAFF WEAK MASTER CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-length red saber, 200 health.
|
|
|
|
DUAL - Use 2 shorter sabers
|
|
STAFF - Uses a saber staff
|
|
WEAK - Is a bit less tough
|
|
MASTER - Is SUPER tough
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Reborn not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Reborn_New( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{//tougher guys
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "RebornMasterDual";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "RebornMasterStaff";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "RebornMaster";
|
|
}
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{//weaker guys
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "reborn_dual2";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "reborn_staff2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "reborn_new2";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "reborn_dual";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "reborn_staff";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "reborn_new";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Cultist_Saber(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
Uses a saber and no force powers. 100 health.
|
|
|
|
default fencer uses fast style - weak, but can attack rapidly. Good defense.
|
|
|
|
MED - Uses medium style - average speed and attack strength, average defense.
|
|
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
|
|
ALL - Knows all 3 styles, switches between them, good defense.
|
|
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Cultist_Saber( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_med_throw";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_med";
|
|
}
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_strong_throw";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_strong";
|
|
}
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_all_throw";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_all";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_throw";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Cultist_Saber_Powers(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
Uses a saber and has a couple low-level powers. 150 health.
|
|
|
|
default fencer uses fast style - weak, but can attack rapidly. Good defense.
|
|
|
|
MED - Uses medium style - average speed and attack strength, average defense.
|
|
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
|
|
ALL - Knows all 3 styles, switches between them, good defense.
|
|
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Cultist_Saber_Powers( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_med_throw2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_med2";
|
|
}
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_strong_throw2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_strong2";
|
|
}
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_all_throw2";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber_all2";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_saber_throw";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist_saber2";
|
|
}
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Cultist(1 0 0) (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Cultist uses a blaster and force powers. 40 health.
|
|
|
|
SABER - Uses a saber and no force powers
|
|
GRIP - Uses no weapon and grip, push and pull
|
|
LIGHTNING - Uses no weapon and lightning and push
|
|
DRAIN - Uses no weapons and drain and push
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Cultist( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = NULL;
|
|
self->spawnflags = 0;//fast, no throw
|
|
switch ( Q_irand( 0, 2 ) )
|
|
{
|
|
case 0://medium
|
|
self->spawnflags |= 1;
|
|
break;
|
|
case 1://strong
|
|
self->spawnflags |= 2;
|
|
break;
|
|
case 2://all
|
|
self->spawnflags |= 4;
|
|
break;
|
|
}
|
|
if ( Q_irand( 0, 1 ) )
|
|
{//throw
|
|
self->spawnflags |= 8;
|
|
}
|
|
SP_NPC_Cultist_Saber( self );
|
|
return;
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "cultist_grip";
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{
|
|
self->NPC_type = "cultist_lightning";
|
|
}
|
|
else if ( (self->spawnflags&8) )
|
|
{
|
|
self->NPC_type = "cultist_drain";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "cultist";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Cultist_Commando(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Cultist uses dual blaster pistols and force powers. 40 health.
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_Cultist_Commando( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
self->NPC_type = "cultistcommando";
|
|
}
|
|
SP_NPC_spawner( self );
|
|
}
|
|
/*QUAKED NPC_Cultist_Destroyer(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
|
|
Cultist has no weapons, runs up to you chanting & building up a Force Destruction blast - when gets to you, screams & explodes
|
|
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Cultist_Destroyer( gentity_t *self)
|
|
{
|
|
self->NPC_type = "cultist_destroyer";
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_ShadowTrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
|
|
*/
|
|
void SP_NPC_ShadowTrooper( gentity_t *self)
|
|
{
|
|
if(!self->NPC_type)
|
|
{
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
self->NPC_type = "ShadowTrooper";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "ShadowTrooper2";
|
|
}
|
|
}
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Saboteur(1 0 0) (-16 -16 -24) (16 16 40) SNIPER PISTOL x x CLOAKED CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
Has a blaster rifle, can cloak and roll
|
|
|
|
SNIPER - Has a sniper rifle, no acrobatics, but can dodge
|
|
PISTOL - Just has a pistol, can roll
|
|
COMMANDO - Has 2 pistols and can roll & dodge
|
|
|
|
CLOAKED - Starts cloaked
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Saboteur( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "saboteursniper";
|
|
}
|
|
else if ( (self->spawnflags&2) )
|
|
{
|
|
self->NPC_type = "saboteurpistol";
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{
|
|
self->NPC_type = "saboteurcommando";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "saboteur";
|
|
}
|
|
}
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//=============================================================================================
|
|
//MONSTERS
|
|
//=============================================================================================
|
|
|
|
/*QUAKED NPC_Monster_Murjj (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Murjj( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Murjj";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Swamp (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Swamp( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Swamp";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Howler (1 0 0) (-16 -16 -24) (16 16 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Howler( gentity_t *self)
|
|
{
|
|
self->NPC_type = "howler";
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Rancor (1 0 0) (-30 -30 -24) (30 30 136) MUTANT FASTKILL x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
2000 health, picks people up and eats them
|
|
|
|
MUTANT - Bigger, meaner, nastier, Frencher. Breath attack, pound attack.
|
|
FASTKILL - Kills NPCs faster
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Rancor( gentity_t *self)
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "mutant_rancor";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "rancor";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Mutant_Rancor (1 0 0) (-60 -60 -24) (60 60 360) x FASTKILL x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
Bigger, meaner, nastier, Frencher. Breath attack, pound attack.
|
|
|
|
FASTKILL - Kills NPCs faster
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Mutant_Rancor( gentity_t *self)
|
|
{
|
|
self->NPC_type = "mutant_rancor";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
/*QUAKED NPC_Monster_Wampa (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Wampa( gentity_t *self)
|
|
{
|
|
self->NPC_type = "wampa";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
/*QUAKED NPC_MineMonster (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_MineMonster( gentity_t *self)
|
|
{
|
|
self->NPC_type = "minemonster";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Claw (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Claw( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Claw";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Glider (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Glider( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Glider";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Flier2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Flier2( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Flier2";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Lizard (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Lizard( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Lizard";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Fish (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Monster_Fish( gentity_t *self)
|
|
{
|
|
self->NPC_type = "Fish";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Monster_Sand_Creature (1 0 0) (-24 -24 -24) (24 24 0) FAST x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
turfrange - if set, they will not go beyond this dist from their spawn position
|
|
*/
|
|
void SP_NPC_Monster_Sand_Creature( gentity_t *self)
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "sand_creature_fast";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "sand_creature";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//=============================================================================================
|
|
//DROIDS
|
|
//=============================================================================================
|
|
|
|
/*QUAKED NPC_Droid_Interrogator (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Droid_Interrogator( gentity_t *self)
|
|
{
|
|
self->NPC_type = "interrogator";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Probe (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Imperial Probe Droid - the multilegged floating droid that Han and Chewie shot on the ice planet Hoth
|
|
*/
|
|
void SP_NPC_Droid_Probe( gentity_t *self)
|
|
{
|
|
self->NPC_type = "probe";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Mark1 (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Big walking droid
|
|
|
|
*/
|
|
void SP_NPC_Droid_Mark1( gentity_t *self)
|
|
{
|
|
self->NPC_type = "mark1";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Mark2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Small rolling droid with one gun.
|
|
|
|
*/
|
|
void SP_NPC_Droid_Mark2( gentity_t *self)
|
|
{
|
|
self->NPC_type = "mark2";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_ATST (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Droid_ATST( gentity_t *self)
|
|
{
|
|
self->NPC_type = "atst";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Remote (1 0 0) (-4 -4 -24) (4 4 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Remote Droid - the floating round droid used by Obi Wan to train Luke about the force while on the Millenium Falcon.
|
|
*/
|
|
void SP_NPC_Droid_Remote( gentity_t *self)
|
|
{
|
|
self->NPC_type = "remote_sp";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Seeker (1 0 0) (-4 -4 -24) (4 4 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Seeker Droid - floating round droids that shadow troopers spawn
|
|
*/
|
|
void SP_NPC_Droid_Seeker( gentity_t *self)
|
|
{
|
|
self->NPC_type = "seeker";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Sentry (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun turrets
|
|
*/
|
|
void SP_NPC_Droid_Sentry( gentity_t *self)
|
|
{
|
|
self->NPC_type = "sentry";
|
|
|
|
SP_NPC_spawner( self );
|
|
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Gonk (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land crawler, walking around talking to itself.
|
|
|
|
NOTARGET by default
|
|
*/
|
|
void SP_NPC_Droid_Gonk( gentity_t *self)
|
|
{
|
|
self->NPC_type = "gonk";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Mouse (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled at it and it backed up and ran away.
|
|
|
|
NOTARGET by default
|
|
*/
|
|
void SP_NPC_Droid_Mouse( gentity_t *self)
|
|
{
|
|
self->NPC_type = "mouse";
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_R2D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
R2D2 Droid - you probably know this one already.
|
|
|
|
NOTARGET by default
|
|
*/
|
|
void SP_NPC_Droid_R2D2( gentity_t *self)
|
|
{
|
|
if ( self->spawnflags&1 )
|
|
{//imperial skin
|
|
self->NPC_type = "r2d2_imp";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "r2d2";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_R5D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
ALWAYSDIE - won't go into spinning zombie AI when at low health.
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad motivator, and they took R2D2 instead.
|
|
|
|
NOTARGET by default
|
|
*/
|
|
void SP_NPC_Droid_R5D2( gentity_t *self)
|
|
{
|
|
if ( self->spawnflags&1 )
|
|
{//imperial skin
|
|
self->NPC_type = "r5d2_imp";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "r5d2";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Protocol (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
|
|
NOTARGET by default
|
|
*/
|
|
void SP_NPC_Droid_Protocol( gentity_t *self)
|
|
{
|
|
if ( self->spawnflags&1 )
|
|
{//imperial skin
|
|
self->NPC_type = "protocol_imp";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "protocol";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Assassin (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Droid_Assassin( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
self->NPC_type = "assassin_droid";
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
/*QUAKED NPC_Droid_Saber (1 0 0) (-12 -12 -24) (12 12 40) TRAINING x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
|
|
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
|
|
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
|
|
NOTSOLID - Starts not solid
|
|
STARTINSOLID - Don't try to fix if spawn in solid
|
|
SHY - Spawner is shy
|
|
*/
|
|
void SP_NPC_Droid_Saber( gentity_t *self)
|
|
{
|
|
if ( !self->NPC_type )
|
|
{
|
|
if ( (self->spawnflags&1) )
|
|
{
|
|
self->NPC_type = "saber_droid_training";
|
|
}
|
|
else
|
|
{
|
|
self->NPC_type = "saber_droid";
|
|
}
|
|
}
|
|
|
|
SP_NPC_spawner( self );
|
|
}
|
|
|
|
//NPC console commands
|
|
/*
|
|
NPC_Spawn_f
|
|
*/
|
|
|
|
static void NPC_Spawn_f(void)
|
|
{
|
|
gentity_t *NPCspawner = G_Spawn();
|
|
vec3_t forward, end;
|
|
trace_t trace;
|
|
qboolean isVehicle = qfalse;
|
|
|
|
if(!NPCspawner)
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
|
|
return;
|
|
}
|
|
|
|
NPCspawner->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
NPCspawner->nextthink = level.time + FRAMETIME;
|
|
|
|
|
|
char *npc_type = gi.argv( 2 );
|
|
if (!npc_type )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Error, expected:\n NPC spawn [NPC type (from NCPCs.cfg)]\n" );
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( "vehicle", npc_type ) )
|
|
{//spawning a vehicle
|
|
isVehicle = qtrue;
|
|
npc_type = gi.argv( 3 );
|
|
if (!npc_type )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Error, expected:\n NPC spawn vehicle [NPC type (from NCPCs.cfg)]\n" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Spawn it at spot of first player
|
|
//FIXME: will gib them!
|
|
AngleVectors(g_entities[0].client->ps.viewangles, forward, NULL, NULL);
|
|
VectorNormalize(forward);
|
|
VectorMA(g_entities[0].currentOrigin, 64, forward, end);
|
|
gi.trace(&trace, g_entities[0].currentOrigin, NULL, NULL, end, 0, MASK_SOLID);
|
|
VectorCopy(trace.endpos, end);
|
|
end[2] -= 24;
|
|
gi.trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID);
|
|
VectorCopy(trace.endpos, end);
|
|
end[2] += 24;
|
|
G_SetOrigin(NPCspawner, end);
|
|
VectorCopy(NPCspawner->currentOrigin, NPCspawner->s.origin);
|
|
//set the yaw so that they face away from player
|
|
NPCspawner->s.angles[1] = g_entities[0].client->ps.viewangles[1];
|
|
|
|
gi.linkentity(NPCspawner);
|
|
|
|
NPCspawner->NPC_type = strlwr( G_NewString( npc_type ) );
|
|
NPCspawner->NPC_targetname = G_NewString(gi.argv( 3 ));
|
|
|
|
NPCspawner->count = 1;
|
|
|
|
NPCspawner->delay = 0;
|
|
|
|
NPCspawner->wait = 500;
|
|
|
|
//NPCspawner->spawnflags |= SFB_NOTSOLID;
|
|
|
|
//NPCspawner->playerTeam = TEAM_FREE;
|
|
//NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
|
|
|
|
if ( isVehicle )
|
|
{//must let NPC spawn func know this is a vehicle we're trying to spawn
|
|
NPCspawner->classname = "NPC_Vehicle";
|
|
}
|
|
|
|
NPC_PrecacheByClassName(NPCspawner->NPC_type);
|
|
if ( !Q_stricmp( "kyle_boss", NPCspawner->NPC_type ))
|
|
{//bah
|
|
NPCspawner->spawnflags |= 1;
|
|
}
|
|
|
|
if ( !Q_stricmp( "key", NPCspawner->NPC_type ))
|
|
{//bah
|
|
NPCspawner->message = "key";
|
|
NPCspawner->NPC_type = "imperial";
|
|
}
|
|
if ( !Q_stricmp( "jedi_random", NPCspawner->NPC_type ) )
|
|
{//special case, for testing
|
|
NPCspawner->NPC_type = NULL;
|
|
NPCspawner->spawnflags |= 4;
|
|
SP_NPC_Jedi( NPCspawner );
|
|
}
|
|
else
|
|
{
|
|
NPC_Spawn( NPCspawner, NPCspawner, NPCspawner );
|
|
}
|
|
}
|
|
|
|
/*
|
|
NPC_Kill_f
|
|
*/
|
|
|
|
void NPC_Kill_f( void )
|
|
{
|
|
int n;
|
|
gentity_t *player;
|
|
char *name;
|
|
team_t killTeam = TEAM_FREE;
|
|
qboolean killNonSF = qfalse;
|
|
|
|
name = gi.argv( 2 );
|
|
|
|
if ( !*name || !name[0] )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Error, Expected:\n");
|
|
gi.Printf( S_COLOR_RED"NPC kill '[NPC targetname]' - kills NPCs with certain targetname\n" );
|
|
gi.Printf( S_COLOR_RED"or\n" );
|
|
gi.Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
|
|
gi.Printf( S_COLOR_RED"or\n" );
|
|
gi.Printf( S_COLOR_RED"NPC team '[teamname]' - kills all NPCs of a certain team ('nonally' is all but your allies)\n" );
|
|
return;
|
|
}
|
|
|
|
if ( Q_stricmp( "team", name ) == 0 )
|
|
{
|
|
name = gi.argv( 3 );
|
|
|
|
if ( !*name || !name[0] )
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
|
|
gi.Printf( S_COLOR_RED"Valid team names are:\n");
|
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
|
|
}
|
|
gi.Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
|
|
return;
|
|
}
|
|
|
|
if ( Q_stricmp( "nonally", name ) == 0 )
|
|
{
|
|
killNonSF = qtrue;
|
|
}
|
|
else
|
|
{
|
|
killTeam = (team_t)GetIDForString( TeamTable, name );
|
|
|
|
if ( killTeam == -1 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
|
|
gi.Printf( S_COLOR_RED"Valid team names are:\n");
|
|
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
|
|
}
|
|
gi.Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( n = 1; n < ENTITYNUM_MAX_NORMAL; n++)
|
|
{
|
|
player = &g_entities[n];
|
|
if (!player->inuse) {
|
|
continue;
|
|
}
|
|
if ( killNonSF )
|
|
{
|
|
if ( player )
|
|
{
|
|
if ( player->client )
|
|
{
|
|
if ( player->client->playerTeam != TEAM_PLAYER )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
|
/*
|
|
if ( (player->flags&FL_UNDYING) )
|
|
{
|
|
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
player->health = 0;
|
|
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
}
|
|
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
|
|
{//A spawner, remove it
|
|
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s with NPC named %s\n", player->NPC_type, player->NPC_targetname );
|
|
G_FreeEntity( player );
|
|
//FIXME: G_UseTargets2(player, player, player->NPC_target & player->target);?
|
|
}
|
|
}
|
|
}
|
|
else if ( player && player->NPC && player->client )
|
|
{
|
|
if ( killTeam != TEAM_FREE )
|
|
{
|
|
if ( player->client->playerTeam == killTeam )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
|
/*
|
|
if ( (player->flags&FL_UNDYING) )
|
|
{
|
|
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
player->health = 0;
|
|
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
}
|
|
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|
|
|| Q_stricmp( name, "all" ) == 0 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
|
|
player->client->ps.stats[STAT_HEALTH] = 0;
|
|
/*
|
|
if ( (player->flags&FL_UNDYING) )
|
|
{
|
|
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
player->health = 0;
|
|
GEntity_DieFunc(player, player, player, 100, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
}
|
|
else if ( player && (player->svFlags&SVF_NPC_PRECACHE) )
|
|
{//a spawner
|
|
if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|
|
|| Q_stricmp( name, "all" ) == 0 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s named %s\n", player->NPC_type, player->targetname );
|
|
G_FreeEntity( player );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_PrintScore( gentity_t *ent )
|
|
{
|
|
gi.Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
|
|
}
|
|
|
|
/*
|
|
Svcmd_NPC_f
|
|
|
|
parse and dispatch bot commands
|
|
*/
|
|
qboolean showBBoxes = qfalse;
|
|
void Svcmd_NPC_f( void )
|
|
{
|
|
char *cmd;
|
|
|
|
cmd = gi.argv( 1 );
|
|
|
|
if ( !*cmd )
|
|
{
|
|
gi.Printf( "Valid NPC commands are:\n" );
|
|
gi.Printf( " spawn [NPC type (from *.npc files)]\n" );
|
|
gi.Printf( " spawn vehicle [NPC type (from *.npc files, only for NPCs that are CLASS_VEHICLE and have a .veh file)]\n" );
|
|
gi.Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
|
|
gi.Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
|
|
gi.Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
|
|
}
|
|
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
|
|
{
|
|
NPC_Spawn_f();
|
|
}
|
|
else if ( Q_stricmp( cmd, "kill" ) == 0 )
|
|
{
|
|
NPC_Kill_f();
|
|
}
|
|
else if ( Q_stricmp( cmd, "showbounds" ) == 0 )
|
|
{//Toggle on and off
|
|
showBBoxes = showBBoxes ? qfalse : qtrue;
|
|
}
|
|
else if ( Q_stricmp ( cmd, "score" ) == 0 )
|
|
{
|
|
char *cmd2 = gi.argv(2);
|
|
gentity_t *ent = NULL;
|
|
|
|
if ( !cmd2 || !cmd2[0] )
|
|
{//Show the score for all NPCs
|
|
gi.Printf( "SCORE LIST:\n" );
|
|
for ( int i = 0; i < ENTITYNUM_WORLD; i++ )
|
|
{
|
|
ent = &g_entities[i];
|
|
if ( !ent || !ent->client )
|
|
{
|
|
continue;
|
|
}
|
|
NPC_PrintScore( ent );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (ent = G_Find( NULL, FOFS(targetname), cmd2 )) != NULL && ent->client )
|
|
{
|
|
NPC_PrintScore( ent );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
|
|
}
|
|
}
|
|
}
|
|
}
|