jedioutcast/CODE-mp/game/g_misc.c
2013-04-04 17:24:29 -05:00

3346 lines
85 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_misc.c
#include "g_local.h"
#include "ai_main.h" //for the g2animents
#define HOLOCRON_RESPAWN_TIME 30000
#define MAX_AMMO_GIVE 2
#define STATION_RECHARGE_TIME 3000//800
void HolocronThink(gentity_t *ent);
extern vmCvar_t g_MaxHolocronCarry;
/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
*/
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
void SP_info_camp( gentity_t *self ) {
G_SetOrigin( self, self->s.origin );
}
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
void SP_info_null( gentity_t *self ) {
G_FreeEntity( self );
}
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
target_position does the same thing
*/
void SP_info_notnull( gentity_t *self ){
G_SetOrigin( self, self->s.origin );
}
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
Non-displayed light.
"light" overrides the default 300 intensity.
Linear checbox gives linear falloff instead of inverse square
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
*/
void SP_light( gentity_t *self ) {
G_FreeEntity( self );
}
/*
=================================================================================
TELEPORTERS
=================================================================================
*/
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
gentity_t *tent;
// use temp events at source and destination to prevent the effect
// from getting dropped by a second player event
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = player->s.clientNum;
tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = player->s.clientNum;
}
// unlink to make sure it can't possibly interfere with G_KillBox
trap_UnlinkEntity (player);
VectorCopy ( origin, player->client->ps.origin );
player->client->ps.origin[2] += 1;
// spit the player out
AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
player->client->ps.pm_time = 160; // hold time
player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
// toggle the teleport bit so the client knows to not lerp
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
// set angles
SetClientViewAngle( player, angles );
// kill anything at the destination
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
G_KillBox (player);
}
// save results of pmove
BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
// use the precise origin for linking
VectorCopy( player->client->ps.origin, player->r.currentOrigin );
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
trap_LinkEntity (player);
}
}
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/
void SP_misc_teleporter_dest( gentity_t *ent ) {
}
//===========================================================
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
"model" arbitrary .md3 file to display
*/
void SP_misc_model( gentity_t *ent ) {
#if 0
ent->s.modelindex = G_ModelIndex( ent->model );
VectorSet (ent->mins, -16, -16, -16);
VectorSet (ent->maxs, 16, 16, 16);
trap_LinkEntity (ent);
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
#else
G_FreeEntity( ent );
#endif
}
/*QUAKED misc_G2model (1 0 0) (-16 -16 -16) (16 16 16)
"model" arbitrary .glm file to display
*/
void SP_misc_G2model( gentity_t *ent ) {
#if 0
char name1[200] = "models/players/kyle/modelmp.glm";
trap_G2API_InitGhoul2Model(&ent->s, name1, G_ModelIndex( name1 ), 0, 0, 0, 0);
trap_G2API_SetBoneAnim(ent->s.ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
ent->s.radius = 150;
// VectorSet (ent->mins, -16, -16, -16);
// VectorSet (ent->maxs, 16, 16, 16);
trap_LinkEntity (ent);
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
#else
G_FreeEntity( ent );
#endif
}
//===========================================================
void locateCamera( gentity_t *ent ) {
vec3_t dir;
gentity_t *target;
gentity_t *owner;
owner = G_PickTarget( ent->target );
if ( !owner ) {
G_Printf( "Couldn't find target for misc_partal_surface\n" );
G_FreeEntity( ent );
return;
}
ent->r.ownerNum = owner->s.number;
// frame holds the rotate speed
if ( owner->spawnflags & 1 ) {
ent->s.frame = 25;
} else if ( owner->spawnflags & 2 ) {
ent->s.frame = 75;
}
// swing camera ?
if ( owner->spawnflags & 4 ) {
// set to 0 for no rotation at all
ent->s.powerups = 0;
}
else {
ent->s.powerups = 1;
}
// clientNum holds the rotate offset
ent->s.clientNum = owner->s.clientNum;
VectorCopy( owner->s.origin, ent->s.origin2 );
// see if the portal_camera has a target
target = G_PickTarget( owner->target );
if ( target ) {
VectorSubtract( target->s.origin, owner->s.origin, dir );
VectorNormalize( dir );
} else {
G_SetMovedir( owner->s.angles, dir );
}
ent->s.eventParm = DirToByte( dir );
}
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
*/
void SP_misc_portal_surface(gentity_t *ent) {
VectorClear( ent->r.mins );
VectorClear( ent->r.maxs );
trap_LinkEntity (ent);
ent->r.svFlags = SVF_PORTAL;
ent->s.eType = ET_PORTAL;
if ( !ent->target ) {
VectorCopy( ent->s.origin, ent->s.origin2 );
} else {
ent->think = locateCamera;
ent->nextthink = level.time + 100;
}
}
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
"roll" an angle modifier to orient the camera around the target vector;
*/
void SP_misc_portal_camera(gentity_t *ent) {
float roll;
VectorClear( ent->r.mins );
VectorClear( ent->r.maxs );
trap_LinkEntity (ent);
G_SpawnFloat( "roll", "0", &roll );
ent->s.clientNum = roll/360.0 * 256;
}
/*QUAKED misc_holocron (0 0 1) (-8 -8 -8) (8 8 8)
count Set to type of holocron (based on force power value)
HEAL = 0
JUMP = 1
SPEED = 2
PUSH = 3
PULL = 4
TELEPATHY = 5
GRIP = 6
LIGHTNING = 7
RAGE = 8
PROTECT = 9
ABSORB = 10
TEAM HEAL = 11
TEAM FORCE = 12
DRAIN = 13
SEE = 14
SABERATTACK = 15
SABERDEFEND = 16
SABERTHROW = 17
*/
/*char *holocronTypeModels[] = {
"models/chunks/rock/rock_big.md3",//FP_HEAL,
"models/chunks/rock/rock_big.md3",//FP_LEVITATION,
"models/chunks/rock/rock_big.md3",//FP_SPEED,
"models/chunks/rock/rock_big.md3",//FP_PUSH,
"models/chunks/rock/rock_big.md3",//FP_PULL,
"models/chunks/rock/rock_big.md3",//FP_TELEPATHY,
"models/chunks/rock/rock_big.md3",//FP_GRIP,
"models/chunks/rock/rock_big.md3",//FP_LIGHTNING,
"models/chunks/rock/rock_big.md3",//FP_RAGE,
"models/chunks/rock/rock_big.md3",//FP_PROTECT,
"models/chunks/rock/rock_big.md3",//FP_ABSORB,
"models/chunks/rock/rock_big.md3",//FP_TEAM_HEAL,
"models/chunks/rock/rock_big.md3",//FP_TEAM_FORCE,
"models/chunks/rock/rock_big.md3",//FP_DRAIN,
"models/chunks/rock/rock_big.md3",//FP_SEE
"models/chunks/rock/rock_big.md3",//FP_SABERATTACK
"models/chunks/rock/rock_big.md3",//FP_SABERDEFEND
"models/chunks/rock/rock_big.md3"//FP_SABERTHROW
};*/
void HolocronRespawn(gentity_t *self)
{
self->s.modelindex = (self->count - 128);
}
void HolocronPopOut(gentity_t *self)
{
if (Q_irand(1, 10) < 5)
{
self->s.pos.trDelta[0] = 150 + Q_irand(1, 100);
}
else
{
self->s.pos.trDelta[0] = -150 - Q_irand(1, 100);
}
if (Q_irand(1, 10) < 5)
{
self->s.pos.trDelta[1] = 150 + Q_irand(1, 100);
}
else
{
self->s.pos.trDelta[1] = -150 - Q_irand(1, 100);
}
self->s.pos.trDelta[2] = 150 + Q_irand(1, 100);
}
void HolocronTouch(gentity_t *self, gentity_t *other, trace_t *trace)
{
int i = 0;
int othercarrying = 0;
float time_lowest = 0;
int index_lowest = -1;
int hasall = 1;
int forceReselect = WP_NONE;
if (trace)
{
self->s.groundEntityNum = trace->entityNum;
}
if (!other || !other->client || other->health < 1)
{
return;
}
if (!self->s.modelindex)
{
return;
}
if (self->enemy)
{
return;
}
if (other->client->ps.holocronsCarried[self->count])
{
return;
}
if (other->client->ps.holocronCantTouch == self->s.number && other->client->ps.holocronCantTouchTime > level.time)
{
return;
}
while (i < NUM_FORCE_POWERS)
{
if (other->client->ps.holocronsCarried[i])
{
othercarrying++;
if (index_lowest == -1 || other->client->ps.holocronsCarried[i] < time_lowest)
{
index_lowest = i;
time_lowest = other->client->ps.holocronsCarried[i];
}
}
else if (i != self->count)
{
hasall = 0;
}
i++;
}
if (hasall)
{ //once we pick up this holocron we'll have all of them, so give us super special best prize!
//G_Printf("You deserve a pat on the back.\n");
}
if (!(other->client->ps.fd.forcePowersActive & (1 << other->client->ps.fd.forcePowerSelected)))
{ //If the player isn't using his currently selected force power, select this one
if (self->count != FP_SABERATTACK && self->count != FP_SABERDEFEND && self->count != FP_SABERTHROW && self->count != FP_LEVITATION)
{
other->client->ps.fd.forcePowerSelected = self->count;
}
}
if (g_MaxHolocronCarry.integer && othercarrying >= g_MaxHolocronCarry.integer)
{ //make the oldest holocron carried by the player pop out to make room for this one
other->client->ps.holocronsCarried[index_lowest] = 0;
/*
if (index_lowest == FP_SABERATTACK && !HasSetSaberOnly())
{ //you lost your saberattack holocron, so no more saber for you
other->client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
other->client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
if (other->client->ps.weapon == WP_SABER)
{
forceReselect = WP_SABER;
}
}
*/
//NOTE: No longer valid as we are now always giving a force level 1 saber attack level in holocron
}
//G_Sound(other, CHAN_AUTO, G_SoundIndex("sound/weapons/w_pkup.wav"));
G_AddEvent( other, EV_ITEM_PICKUP, self->s.number );
other->client->ps.holocronsCarried[self->count] = level.time;
self->s.modelindex = 0;
self->enemy = other;
self->pos2[0] = 1;
self->pos2[1] = level.time + HOLOCRON_RESPAWN_TIME;
/*
if (self->count == FP_SABERATTACK && !HasSetSaberOnly())
{ //player gets a saber
other->client->ps.stats[STAT_WEAPONS] |= (1 << WP_SABER);
other->client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_STUN_BATON);
if (other->client->ps.weapon == WP_STUN_BATON)
{
forceReselect = WP_STUN_BATON;
}
}
*/
if (forceReselect != WP_NONE)
{
G_AddEvent(other, EV_NOAMMO, forceReselect);
}
//G_Printf("DON'T TOUCH ME\n");
}
void HolocronThink(gentity_t *ent)
{
if (ent->pos2[0] && (!ent->enemy || !ent->enemy->client || ent->enemy->health < 1))
{
if (ent->enemy && ent->enemy->client)
{
HolocronRespawn(ent);
VectorCopy(ent->enemy->client->ps.origin, ent->s.pos.trBase);
VectorCopy(ent->enemy->client->ps.origin, ent->s.origin);
VectorCopy(ent->enemy->client->ps.origin, ent->r.currentOrigin);
//copy to person carrying's origin before popping out of them
HolocronPopOut(ent);
ent->enemy->client->ps.holocronsCarried[ent->count] = 0;
ent->enemy = NULL;
goto justthink;
}
}
else if (ent->pos2[0] && ent->enemy && ent->enemy->client)
{
ent->pos2[1] = level.time + HOLOCRON_RESPAWN_TIME;
}
if (ent->enemy && ent->enemy->client)
{
if (!ent->enemy->client->ps.holocronsCarried[ent->count])
{
ent->enemy->client->ps.holocronCantTouch = ent->s.number;
ent->enemy->client->ps.holocronCantTouchTime = level.time + 5000;
HolocronRespawn(ent);
VectorCopy(ent->enemy->client->ps.origin, ent->s.pos.trBase);
VectorCopy(ent->enemy->client->ps.origin, ent->s.origin);
VectorCopy(ent->enemy->client->ps.origin, ent->r.currentOrigin);
//copy to person carrying's origin before popping out of them
HolocronPopOut(ent);
ent->enemy = NULL;
goto justthink;
}
if (!ent->enemy->inuse || (ent->enemy->client && ent->enemy->client->ps.fallingToDeath))
{
if (ent->enemy->inuse && ent->enemy->client)
{
ent->enemy->client->ps.holocronBits &= ~(1 << ent->count);
ent->enemy->client->ps.holocronsCarried[ent->count] = 0;
}
ent->enemy = NULL;
HolocronRespawn(ent);
VectorCopy(ent->s.origin2, ent->s.pos.trBase);
VectorCopy(ent->s.origin2, ent->s.origin);
VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ent->s.pos.trTime = level.time;
ent->pos2[0] = 0;
trap_LinkEntity(ent);
goto justthink;
}
}
if (ent->pos2[0] && ent->pos2[1] < level.time)
{ //isn't in original place and has been there for (HOLOCRON_RESPAWN_TIME) seconds without being picked up, so respawn
VectorCopy(ent->s.origin2, ent->s.pos.trBase);
VectorCopy(ent->s.origin2, ent->s.origin);
VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ent->s.pos.trTime = level.time;
ent->pos2[0] = 0;
trap_LinkEntity(ent);
}
justthink:
ent->nextthink = level.time + 50;
if (ent->s.pos.trDelta[0] || ent->s.pos.trDelta[1] || ent->s.pos.trDelta[2])
{
G_RunObject(ent);
}
}
void SP_misc_holocron(gentity_t *ent)
{
vec3_t dest;
trace_t tr;
if (g_gametype.integer != GT_HOLOCRON)
{
G_FreeEntity(ent);
return;
}
if (HasSetSaberOnly())
{
if (ent->count == FP_SABERATTACK ||
ent->count == FP_SABERDEFEND ||
ent->count == FP_SABERTHROW)
{ //having saber holocrons in saber only mode is pointless
G_FreeEntity(ent);
return;
}
}
ent->s.isJediMaster = qtrue;
VectorSet( ent->r.maxs, 8, 8, 8 );
VectorSet( ent->r.mins, -8, -8, -8 );
ent->s.origin[2] += 0.1;
ent->r.maxs[2] -= 0.1;
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid )
{
G_Printf ("SP_misc_holocron: misc_holocron startsolid at %s\n", vtos(ent->s.origin));
G_FreeEntity( ent );
return;
}
//add the 0.1 back after the trace
ent->r.maxs[2] += 0.1;
// allow to ride movers
// ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
if (ent->count < 0)
{
ent->count = 0;
}
if (ent->count >= NUM_FORCE_POWERS)
{
ent->count = NUM_FORCE_POWERS-1;
}
/*
if (g_forcePowerDisable.integer &&
(g_forcePowerDisable.integer & (1 << ent->count)))
{
G_FreeEntity(ent);
return;
}
*/
//No longer doing this, causing too many complaints about accidentally setting no force powers at all
//and starting a holocron game (making it basically just FFA)
ent->enemy = NULL;
ent->s.eFlags = EF_BOUNCE_HALF;
ent->s.modelindex = (ent->count - 128);//G_ModelIndex(holocronTypeModels[ent->count]);
ent->s.eType = ET_HOLOCRON;
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
ent->r.contents = CONTENTS_TRIGGER;
ent->clipmask = MASK_SOLID;
ent->s.trickedentindex4 = ent->count;
if (forcePowerDarkLight[ent->count] == FORCE_DARKSIDE)
{
ent->s.trickedentindex3 = 1;
}
else if (forcePowerDarkLight[ent->count] == FORCE_LIGHTSIDE)
{
ent->s.trickedentindex3 = 2;
}
else
{
ent->s.trickedentindex3 = 3;
}
ent->physicsObject = qtrue;
VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot
ent->touch = HolocronTouch;
trap_LinkEntity(ent);
ent->think = HolocronThink;
ent->nextthink = level.time + 50;
}
/*
======================================================================
SHOOTERS
======================================================================
*/
void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
vec3_t dir;
float deg;
vec3_t up, right;
// see if we have a target
if ( ent->enemy ) {
VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
VectorNormalize( dir );
} else {
VectorCopy( ent->movedir, dir );
}
// randomize a bit
PerpendicularVector( up, dir );
CrossProduct( up, dir, right );
deg = crandom() * ent->random;
VectorMA( dir, deg, up, dir );
deg = crandom() * ent->random;
VectorMA( dir, deg, right, dir );
VectorNormalize( dir );
switch ( ent->s.weapon ) {
case WP_BLASTER:
WP_FireBlasterMissile( ent, ent->s.origin, dir, qfalse );
break;
}
G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
}
static void InitShooter_Finish( gentity_t *ent ) {
ent->enemy = G_PickTarget( ent->target );
ent->think = 0;
ent->nextthink = 0;
}
void InitShooter( gentity_t *ent, int weapon ) {
ent->use = Use_Shooter;
ent->s.weapon = weapon;
RegisterItem( BG_FindItemForWeapon( weapon ) );
G_SetMovedir( ent->s.angles, ent->movedir );
if ( !ent->random ) {
ent->random = 1.0;
}
ent->random = sin( M_PI * ent->random / 180 );
// target might be a moving object, so we can't set movedir for it
if ( ent->target ) {
ent->think = InitShooter_Finish;
ent->nextthink = level.time + 500;
}
trap_LinkEntity( ent );
}
/*QUAKED shooter_blaster (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
void SP_shooter_blaster( gentity_t *ent ) {
InitShooter( ent, WP_BLASTER);
}
void check_recharge(gentity_t *ent)
{
if (ent->fly_sound_debounce_time < level.time)
{
ent->s.loopSound = 0;
}
if (ent->count < ent->boltpoint4)
{
ent->count++;
}
ent->nextthink = level.time + ent->bolt_Head;
}
/*
================
EnergyShieldStationSettings
================
*/
void EnergyShieldStationSettings(gentity_t *ent)
{
G_SpawnInt( "count", "0", &ent->count );
if (!ent->count)
{
ent->count = 50;
}
G_SpawnInt("chargerate", "0", &ent->bolt_Head);
if (!ent->bolt_Head)
{
ent->bolt_Head = STATION_RECHARGE_TIME;
}
}
/*
================
shield_power_converter_use
================
*/
void shield_power_converter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
int dif,add;
int stop = 1;
if (!activator || !activator->client)
{
return;
}
if (self->setTime < level.time)
{
if (!self->s.loopSound)
{
self->s.loopSound = G_SoundIndex("sound/interface/shieldcon_run.wav");
}
self->setTime = level.time + 100;
dif = activator->client->ps.stats[STAT_MAX_HEALTH] - activator->client->ps.stats[STAT_ARMOR];
if (dif > 0) // Already at full armor?
{
if (dif >MAX_AMMO_GIVE)
{
add = MAX_AMMO_GIVE;
}
else
{
add = dif;
}
if (self->count<add)
{
add = self->count;
}
self->count -= add;
if (self->count <= 0)
{
self->setTime = 0;
}
stop = 0;
self->fly_sound_debounce_time = level.time + 50;
activator->client->ps.stats[STAT_ARMOR] += add;
}
}
if (stop || self->count <= 0)
{
if (self->s.loopSound && self->setTime < level.time)
{
G_Sound(self, CHAN_AUTO, G_SoundIndex("sound/interface/shieldcon_done.mp3"));
}
self->s.loopSound = 0;
if (self->setTime < level.time)
{
self->setTime = level.time + self->bolt_Head+100;
}
}
}
//QED comment is in bg_misc
//------------------------------------------------------------
void SP_misc_shield_floor_unit( gentity_t *ent )
{
vec3_t dest;
trace_t tr;
if (g_gametype.integer != GT_CTF &&
g_gametype.integer != GT_CTY)
{
G_FreeEntity( ent );
return;
}
VectorSet( ent->r.mins, -16, -16, 0 );
VectorSet( ent->r.maxs, 16, 16, 40 );
ent->s.origin[2] += 0.1;
ent->r.maxs[2] -= 0.1;
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid )
{
G_Printf ("SP_misc_shield_floor_unit: misc_shield_floor_unit startsolid at %s\n", vtos(ent->s.origin));
G_FreeEntity( ent );
return;
}
//add the 0.1 back after the trace
ent->r.maxs[2] += 0.1;
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
if (!ent->health)
{
ent->health = 60;
}
if (!ent->model || !ent->model[0])
{
ent->model = "/models/items/a_shield_converter.md3";
}
ent->s.modelindex = G_ModelIndex( ent->model );
ent->s.eFlags = 0;
ent->r.svFlags |= SVF_PLAYER_USABLE;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
EnergyShieldStationSettings(ent);
ent->boltpoint4 = ent->count; //initial value
ent->think = check_recharge;
ent->nextthink = level.time + STATION_RECHARGE_TIME;
ent->use = shield_power_converter_use;
VectorCopy( ent->s.angles, ent->s.apos.trBase );
trap_LinkEntity (ent);
G_SoundIndex("sound/interface/shieldcon_run.wav");
G_SoundIndex("sound/interface/shieldcon_done.mp3");
G_SoundIndex("sound/interface/shieldcon_empty.mp3");
}
/*QUAKED misc_model_shield_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
#MODELNAME="models/items/psd_big.md3"
Gives shield energy when used.
"count" - the amount of ammo given when used (default 100)
*/
//------------------------------------------------------------
void SP_misc_model_shield_power_converter( gentity_t *ent )
{
if (!ent->health)
{
ent->health = 60;
}
VectorSet (ent->r.mins, -16, -16, -16);
VectorSet (ent->r.maxs, 16, 16, 16);
ent->s.modelindex = G_ModelIndex( ent->model );
ent->s.eFlags = 0;
ent->r.svFlags |= SVF_PLAYER_USABLE;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
EnergyShieldStationSettings(ent);
ent->boltpoint4 = ent->count; //initial value
ent->think = check_recharge;
ent->nextthink = level.time + STATION_RECHARGE_TIME;
ent->use = shield_power_converter_use;
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
trap_LinkEntity (ent);
G_SoundIndex("sound/movers/objects/useshieldstation.wav");
ent->s.modelindex2 = G_ModelIndex("/models/items/psd_big.md3"); // Precache model
}
/*
================
EnergyAmmoShieldStationSettings
================
*/
void EnergyAmmoStationSettings(gentity_t *ent)
{
G_SpawnInt( "count", "0", &ent->count );
if (!ent->count)
{
ent->count = 100;
}
}
/*
================
ammo_power_converter_use
================
*/
void ammo_power_converter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
int add,highest;
qboolean overcharge;
int difBlaster,difPowerCell,difMetalBolts;
int stop = 1;
if (!activator || !activator->client)
{
return;
}
if (self->setTime < level.time)
{
overcharge = qfalse;
if (!self->s.loopSound)
{
self->s.loopSound = G_SoundIndex("sound/player/pickupshield.wav");
}
self->setTime = level.time + 100;
if (self->count) // Has it got any power left?
{
if (self->count > MAX_AMMO_GIVE)
{
add = MAX_AMMO_GIVE;
}
else if (self->count<0)
{
add = 0;
}
else
{
add = self->count;
}
activator->client->ps.ammo[AMMO_BLASTER] += add;
activator->client->ps.ammo[AMMO_POWERCELL] += add;
activator->client->ps.ammo[AMMO_METAL_BOLTS] += add;
self->count -= add;
stop = 0;
self->fly_sound_debounce_time = level.time + 50;
difBlaster = activator->client->ps.ammo[AMMO_BLASTER] - ammoData[AMMO_BLASTER].max;
difPowerCell = activator->client->ps.ammo[AMMO_POWERCELL] - ammoData[AMMO_POWERCELL].max;
difMetalBolts = activator->client->ps.ammo[AMMO_METAL_BOLTS] - ammoData[AMMO_METAL_BOLTS].max;
// Find the highest one
highest = difBlaster;
if (difPowerCell>difBlaster)
{
highest = difPowerCell;
}
if (difMetalBolts > highest)
{
highest = difMetalBolts;
}
}
}
if (stop)
{
self->s.loopSound = 0;
}
}
/*QUAKED misc_model_ammo_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
#MODELNAME="models/items/power_converter.md3"
Gives ammo energy when used.
"count" - the amount of ammo given when used (default 100)
*/
//------------------------------------------------------------
void SP_misc_model_ammo_power_converter( gentity_t *ent )
{
if (!ent->health)
{
ent->health = 60;
}
VectorSet (ent->r.mins, -16, -16, -16);
VectorSet (ent->r.maxs, 16, 16, 16);
ent->s.modelindex = G_ModelIndex( ent->model );
ent->s.eFlags = 0;
ent->r.svFlags |= SVF_PLAYER_USABLE;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
ent->use = ammo_power_converter_use;
EnergyAmmoStationSettings(ent);
ent->boltpoint4 = ent->count; //initial value
ent->think = check_recharge;
ent->nextthink = level.time + STATION_RECHARGE_TIME;
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
trap_LinkEntity (ent);
G_SoundIndex("sound/movers/objects/useshieldstation.wav");
}
/*
================
EnergyHealthStationSettings
================
*/
void EnergyHealthStationSettings(gentity_t *ent)
{
G_SpawnInt( "count", "0", &ent->count );
if (!ent->count)
{
ent->count = 100;
}
}
/*
================
health_power_converter_use
================
*/
void health_power_converter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
int dif,add;
int stop = 1;
if (!activator || !activator->client)
{
return;
}
if (self->setTime < level.time)
{
if (!self->s.loopSound)
{
self->s.loopSound = G_SoundIndex("sound/player/pickuphealth.wav");
}
self->setTime = level.time + 100;
dif = activator->client->ps.stats[STAT_MAX_HEALTH] - activator->health;
if (dif > 0) // Already at full armor?
{
if (dif >MAX_AMMO_GIVE)
{
add = MAX_AMMO_GIVE;
}
else
{
add = dif;
}
if (self->count<add)
{
add = self->count;
}
self->count -= add;
stop = 0;
self->fly_sound_debounce_time = level.time + 50;
activator->health += add;
}
}
if (stop)
{
self->s.loopSound = 0;
}
}
/*QUAKED misc_model_health_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
#MODELNAME="models/items/power_converter.md3"
Gives ammo energy when used.
"count" - the amount of ammo given when used (default 100)
*/
//------------------------------------------------------------
void SP_misc_model_health_power_converter( gentity_t *ent )
{
if (!ent->health)
{
ent->health = 60;
}
VectorSet (ent->r.mins, -16, -16, -16);
VectorSet (ent->r.maxs, 16, 16, 16);
ent->s.modelindex = G_ModelIndex( ent->model );
ent->s.eFlags = 0;
ent->r.svFlags |= SVF_PLAYER_USABLE;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
ent->use = health_power_converter_use;
EnergyHealthStationSettings(ent);
ent->boltpoint4 = ent->count; //initial value
ent->think = check_recharge;
ent->nextthink = level.time + STATION_RECHARGE_TIME;
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
trap_LinkEntity (ent);
G_SoundIndex("sound/movers/objects/useshieldstation.wav");
}
void DmgBoxHit( gentity_t *self, gentity_t *other, trace_t *trace )
{
return;
}
void DmgBoxUpdateSelf(gentity_t *self)
{
gentity_t *owner = &g_entities[self->r.ownerNum];
if (!owner || !owner->client || !owner->inuse)
{
goto killMe;
}
if (self->damageRedirect == DAMAGEREDIRECT_HEAD &&
owner->client->damageBoxHandle_Head != self->s.number)
{
goto killMe;
}
if (self->damageRedirect == DAMAGEREDIRECT_RLEG &&
owner->client->damageBoxHandle_RLeg != self->s.number)
{
goto killMe;
}
if (self->damageRedirect == DAMAGEREDIRECT_LLEG &&
owner->client->damageBoxHandle_LLeg != self->s.number)
{
goto killMe;
}
if (owner->health < 1)
{
goto killMe;
}
//G_TestLine(self->r.currentOrigin, owner->client->ps.origin, 0x0000ff, 100);
trap_LinkEntity(self);
self->nextthink = level.time;
return;
killMe:
self->think = G_FreeEntity;
self->nextthink = level.time;
}
void DmgBoxAbsorb_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
self->health = 1;
}
void DmgBoxAbsorb_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
self->health = 1;
}
gentity_t *CreateNewDamageBox( gentity_t *ent )
{
gentity_t *dmgBox;
//We do not want the client to have any real knowledge of the entity whatsoever. It will only
//ever be used on the server.
dmgBox = G_Spawn();
dmgBox->classname = "dmg_box";
dmgBox->r.svFlags = SVF_USE_CURRENT_ORIGIN;
dmgBox->r.ownerNum = ent->s.number;
dmgBox->clipmask = 0;
dmgBox->r.contents = MASK_PLAYERSOLID;
dmgBox->mass = 5000;
dmgBox->s.eFlags |= EF_NODRAW;
dmgBox->r.svFlags |= SVF_NOCLIENT;
dmgBox->touch = DmgBoxHit;
dmgBox->takedamage = qtrue;
dmgBox->health = 1;
dmgBox->pain = DmgBoxAbsorb_Pain;
dmgBox->die = DmgBoxAbsorb_Die;
dmgBox->think = DmgBoxUpdateSelf;
dmgBox->nextthink = level.time + 50;
return dmgBox;
}
void ATST_ManageDamageBoxes(gentity_t *ent)
{
vec3_t headOrg, lLegOrg, rLegOrg;
vec3_t fwd, right, up, flatAngle;
if (!ent->client->damageBoxHandle_Head)
{
gentity_t *dmgBox = CreateNewDamageBox(ent);
if (dmgBox)
{
VectorSet( dmgBox->r.mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 );
VectorSet( dmgBox->r.maxs, ATST_MAXS0, ATST_MAXS1, ATST_HEADSIZE );
ent->client->damageBoxHandle_Head = dmgBox->s.number;
dmgBox->damageRedirect = DAMAGEREDIRECT_HEAD;
dmgBox->damageRedirectTo = ent->s.number;
}
}
if (!ent->client->damageBoxHandle_RLeg)
{
gentity_t *dmgBox = CreateNewDamageBox(ent);
if (dmgBox)
{
VectorSet( dmgBox->r.mins, ATST_MINS0/4, ATST_MINS1/4, ATST_MINS2 );
VectorSet( dmgBox->r.maxs, ATST_MAXS0/4, ATST_MAXS1/4, ATST_MAXS2-ATST_HEADSIZE );
ent->client->damageBoxHandle_RLeg = dmgBox->s.number;
dmgBox->damageRedirect = DAMAGEREDIRECT_RLEG;
dmgBox->damageRedirectTo = ent->s.number;
}
}
if (!ent->client->damageBoxHandle_LLeg)
{
gentity_t *dmgBox = CreateNewDamageBox(ent);
if (dmgBox)
{
VectorSet( dmgBox->r.mins, ATST_MINS0/4, ATST_MINS1/4, ATST_MINS2 );
VectorSet( dmgBox->r.maxs, ATST_MAXS0/4, ATST_MAXS1/4, ATST_MAXS2-ATST_HEADSIZE );
ent->client->damageBoxHandle_LLeg = dmgBox->s.number;
dmgBox->damageRedirect = DAMAGEREDIRECT_LLEG;
dmgBox->damageRedirectTo = ent->s.number;
}
}
if (!ent->client->damageBoxHandle_Head ||
!ent->client->damageBoxHandle_LLeg ||
!ent->client->damageBoxHandle_RLeg)
{
return;
}
VectorCopy(ent->client->ps.origin, headOrg);
headOrg[2] += (ATST_MAXS2-ATST_HEADSIZE);
VectorCopy(ent->client->ps.viewangles, flatAngle);
flatAngle[PITCH] = 0;
flatAngle[ROLL] = 0;
AngleVectors(flatAngle, fwd, right, up);
VectorCopy(ent->client->ps.origin, lLegOrg);
VectorCopy(ent->client->ps.origin, rLegOrg);
lLegOrg[0] -= right[0]*32;
lLegOrg[1] -= right[1]*32;
lLegOrg[2] -= right[2]*32;
rLegOrg[0] += right[0]*32;
rLegOrg[1] += right[1]*32;
rLegOrg[2] += right[2]*32;
G_SetOrigin(&g_entities[ent->client->damageBoxHandle_Head], headOrg);
G_SetOrigin(&g_entities[ent->client->damageBoxHandle_LLeg], lLegOrg);
G_SetOrigin(&g_entities[ent->client->damageBoxHandle_RLeg], rLegOrg);
}
int G_PlayerBecomeATST(gentity_t *ent)
{
if (!ent || !ent->client)
{
return 0;
}
if (ent->client->ps.weaponTime > 0)
{
return 0;
}
if (ent->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return 0;
}
if (ent->client->ps.zoomMode)
{
return 0;
}
if (ent->client->ps.usingATST)
{
ent->client->ps.usingATST = qfalse;
ent->client->ps.forceHandExtend = HANDEXTEND_WEAPONREADY;
}
else
{
ent->client->ps.usingATST = qtrue;
}
ent->client->ps.weaponTime = 1000;
return 1;
}
/*QUAKED fx_runner (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF ONESHOT
STARTOFF - effect starts off, toggles on/off when used
ONESHOT - effect fires only when used
"angles" - 3-float vector, angle the effect should play (unless fxTarget is supplied)
"fxFile" - name of the effect file to play
"fxTarget" - aim the effect toward this object, otherwise defaults to up
"target" - uses its target when the fx gets triggered
"delay" - how often to call the effect, don't over-do this ( default 400 )
note that it has to send an event each time it plays, so don't kill bandwidth or I will cry
"random" - random amount of time to add to delay, ( default 0, 200 = 0ms to 200ms )
*/
#define FX_RUNNER_RESERVED 0x800000
#define FX_ENT_RADIUS 8 //32
//----------------------------------------------------------
void fx_runner_think( gentity_t *ent )
{
// call the effect with the desired position and orientation
G_AddEvent( ent, EV_PLAY_EFFECT_ID, ent->bolt_Head );
ent->nextthink = level.time + ent->delay + random() * ent->random;
if ( ent->target )
{
// let our target know that we have spawned an effect
G_UseTargets( ent, ent );
}
}
//----------------------------------------------------------
void fx_runner_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->spawnflags & 2 ) // ONESHOT
{
// call the effect with the desired position and orientation, as a safety thing,
// make sure we aren't thinking at all.
fx_runner_think( self );
self->nextthink = -1;
if ( self->target )
{
// let our target know that we have spawned an effect
G_UseTargets( self, self );
}
}
else
{
// ensure we are working with the right think function
self->think = fx_runner_think;
// toggle our state
if ( self->nextthink == -1 )
{
// NOTE: we fire the effect immediately on use, the fx_runner_think func will set
// up the nextthink time.
fx_runner_think( self );
}
else
{
// turn off for now
self->nextthink = -1;
}
}
}
//----------------------------------------------------------
void fx_runner_link( gentity_t *ent )
{
vec3_t dir;
if ( ent->roffname && ent->roffname[0] )
{
// try to use the target to override the orientation
gentity_t *target = NULL;
target = G_Find( target, FOFS(targetname), ent->roffname );
if ( !target )
{
// Bah, no good, dump a warning, but continue on and use the UP vector
Com_Printf( "fx_runner_link: target specified but not found: %s\n", ent->roffname );
Com_Printf( " -assuming UP orientation.\n" );
}
else
{
// Our target is valid so let's override the default UP vector
VectorSubtract( target->s.origin, ent->s.origin, dir );
VectorNormalize( dir );
vectoangles( dir, ent->s.angles );
}
}
// don't really do anything with this right now other than do a check to warn the designers if the target is bogus
if ( ent->target )
{
gentity_t *target = NULL;
target = G_Find( target, FOFS(targetname), ent->target );
if ( !target )
{
// Target is bogus, but we can still continue
Com_Printf( "fx_runner_link: target was specified but is not valid: %s\n", ent->target );
}
}
G_SetAngles( ent, ent->s.angles );
if ( ent->spawnflags & 1 || ent->spawnflags & 2 ) // STARTOFF || ONESHOT
{
// We won't even consider thinking until we are used
ent->nextthink = -1;
}
else
{
// Let's get to work right now!
ent->think = fx_runner_think;
ent->nextthink = level.time + 100; // wait a small bit, then start working
}
}
//----------------------------------------------------------
void SP_fx_runner( gentity_t *ent )
{
char *fxFile;
// Get our defaults
G_SpawnInt( "delay", "400", &ent->delay );
G_SpawnFloat( "random", "0", &ent->random );
if (!ent->s.angles[0] && !ent->s.angles[1] && !ent->s.angles[2])
{
// didn't have angles, so give us the default of up
VectorSet( ent->s.angles, -90, 0, 0 );
}
// make us useable if we can be targeted
if ( ent->targetname )
{
ent->use = fx_runner_use;
}
G_SpawnString( "fxFile", "", &fxFile );
G_SpawnString( "fxTarget", "", &ent->roffname );
if ( !fxFile || !fxFile[0] )
{
Com_Printf( S_COLOR_RED"ERROR: fx_runner %s at %s has no fxFile specified\n", ent->targetname, vtos(ent->s.origin) );
G_FreeEntity( ent );
return;
}
// Try and associate an effect file, unfortunately we won't know if this worked or not
// until the CGAME trys to register it...
ent->bolt_Head = G_EffectIndex( fxFile );
//It is dirty, yes. But no one likes adding things to the entity structure.
// Give us a bit of time to spawn in the other entities, since we may have to target one of 'em
ent->think = fx_runner_link;
ent->nextthink = level.time + 300;
// Save our position and link us up!
G_SetOrigin( ent, ent->s.origin );
VectorSet( ent->r.maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( ent->r.maxs, -1, ent->r.mins );
trap_LinkEntity( ent );
}
//rww - here starts the main example g2animent stuff
#define ANIMENT_TYPE_STORMTROOPER 0
#define ANIMENT_TYPE_RODIAN 1
#define ANIMENT_TYPE_JAN 2
#define ANIMENT_TYPE_CUSTOM 3
#define MAX_ANIMENTS 4
#define TROOPER_PAIN_SOUNDS 4
#define TROOPER_DEATH_SOUNDS 3
#define TROOPER_ALERT_SOUNDS 5
int gTrooperSound_Pain[TROOPER_PAIN_SOUNDS];
int gTrooperSound_Death[TROOPER_DEATH_SOUNDS];
int gTrooperSound_Alert[TROOPER_ALERT_SOUNDS];
#define RODIAN_PAIN_SOUNDS 4
#define RODIAN_DEATH_SOUNDS 3
#define RODIAN_ALERT_SOUNDS 5
int gRodianSound_Pain[RODIAN_PAIN_SOUNDS];
int gRodianSound_Death[RODIAN_DEATH_SOUNDS];
int gRodianSound_Alert[RODIAN_ALERT_SOUNDS];
#define JAN_PAIN_SOUNDS 4
#define JAN_DEATH_SOUNDS 3
#define JAN_ALERT_SOUNDS 5
int gJanSound_Pain[JAN_PAIN_SOUNDS];
int gJanSound_Death[JAN_DEATH_SOUNDS];
int gJanSound_Alert[JAN_ALERT_SOUNDS];
int G_PickDeathAnim( gentity_t *self, vec3_t point, int damage, int mod, int hitLoc );
void AnimEntFireWeapon( gentity_t *ent, qboolean altFire );
int GetNearestVisibleWP(vec3_t org, int ignore);
int InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles);
extern float gBotEdit;
#define ANIMENT_ALIGNED_UNKNOWN 0
#define ANIMENT_ALIGNED_BAD 1
#define ANIMENT_ALIGNED_GOOD 2
#define ANIMENT_CUSTOMSOUND_PAIN 0
#define ANIMENT_CUSTOMSOUND_DEATH 1
#define ANIMENT_CUSTOMSOUND_ALERT 2
int gAnimEntTypes = 0;
typedef struct animentCustomInfo_s
{
int aeAlignment;
int aeIndex;
int aeWeapon;
char *modelPath;
char *soundPath;
void *next;
} animentCustomInfo_t;
animentCustomInfo_t *animEntRoot = NULL;
animentCustomInfo_t *ExampleAnimEntCustomData(gentity_t *self)
{
animentCustomInfo_t *iter = animEntRoot;
int safetyCheck = 0;
while (iter && safetyCheck < 30000)
{
if (iter->aeIndex == self->waterlevel)
{
return iter;
}
iter = iter->next;
safetyCheck++;
}
return NULL;
}
animentCustomInfo_t *ExampleAnimEntCustomDataExists(gentity_t *self, int alignment, int weapon, char *modelname,
char *soundpath)
{
animentCustomInfo_t *iter = animEntRoot;
int safetyCheck = 0;
while (iter && safetyCheck < 30000)
{
if (iter->aeAlignment == alignment &&
iter->aeWeapon == weapon &&
!Q_stricmp(iter->modelPath, modelname) &&
!Q_stricmp(iter->soundPath, soundpath))
{
return iter;
}
iter = iter->next;
safetyCheck++;
}
return NULL;
}
void ExampleAnimEntCustomDataEntry(gentity_t *self, int alignment, int weapon, char *modelname, char *soundpath)
{
animentCustomInfo_t *find = ExampleAnimEntCustomDataExists(self, alignment, weapon, modelname, soundpath);
animentCustomInfo_t *lastValid = NULL;
int safetyCheck = 0;
if (find)
{ //data for this guy already exists. Set our waterlevel (aeIndex) to use this.
self->waterlevel = find->aeIndex;
return;
}
find = animEntRoot;
while (find && safetyCheck < 30000)
{ //find the next null pointer
lastValid = find;
find = find->next;
safetyCheck++;
}
if (!find)
{
find = BG_Alloc(sizeof(animentCustomInfo_t));
if (!find)
{ //careful not to exceed the BG_Alloc limit!
return;
}
find->aeAlignment = alignment;
self->waterlevel = gAnimEntTypes;
find->aeIndex = self->waterlevel;
find->aeWeapon = weapon;
find->next = NULL;
find->modelPath = BG_Alloc(strlen(modelname)+1);
find->soundPath = BG_Alloc(strlen(soundpath)+1);
if (!find->modelPath || !find->soundPath)
{
find->aeIndex = -1;
return;
}
strcpy(find->modelPath, modelname);
strcpy(find->soundPath, soundpath);
find->modelPath[strlen(modelname)] = 0;
find->soundPath[strlen(modelname)] = 0;
if (lastValid)
{
lastValid->next = find;
}
if (!animEntRoot)
{
animEntRoot = find;
}
gAnimEntTypes++;
}
}
void AnimEntCustomSoundPrecache(animentCustomInfo_t *aeInfo)
{
if (!aeInfo)
{
return;
}
G_SoundIndex(va("%s/pain25", aeInfo->soundPath));
G_SoundIndex(va("%s/pain50", aeInfo->soundPath));
G_SoundIndex(va("%s/pain75", aeInfo->soundPath));
G_SoundIndex(va("%s/pain100", aeInfo->soundPath));
G_SoundIndex(va("%s/death1", aeInfo->soundPath));
G_SoundIndex(va("%s/death2", aeInfo->soundPath));
G_SoundIndex(va("%s/death3", aeInfo->soundPath));
G_SoundIndex(va("%s/detected1", aeInfo->soundPath));
G_SoundIndex(va("%s/detected2", aeInfo->soundPath));
G_SoundIndex(va("%s/detected3", aeInfo->soundPath));
G_SoundIndex(va("%s/detected4", aeInfo->soundPath));
G_SoundIndex(va("%s/detected5", aeInfo->soundPath));
}
void ExampleAnimEntCustomSound(gentity_t *self, int soundType)
{
animentCustomInfo_t *aeInfo = ExampleAnimEntCustomData(self);
int customSounds[16];
int numSounds = 0;
if (!aeInfo)
{
return;
}
if (soundType == ANIMENT_CUSTOMSOUND_PAIN)
{
customSounds[0] = G_SoundIndex(va("%s/pain25", aeInfo->soundPath));
customSounds[1] = G_SoundIndex(va("%s/pain50", aeInfo->soundPath));
customSounds[2] = G_SoundIndex(va("%s/pain75", aeInfo->soundPath));
customSounds[3] = G_SoundIndex(va("%s/pain100", aeInfo->soundPath));
numSounds = 4;
}
else if (soundType == ANIMENT_CUSTOMSOUND_DEATH)
{
customSounds[0] = G_SoundIndex(va("%s/death1", aeInfo->soundPath));
customSounds[1] = G_SoundIndex(va("%s/death2", aeInfo->soundPath));
customSounds[2] = G_SoundIndex(va("%s/death3", aeInfo->soundPath));
numSounds = 3;
}
else if (soundType == ANIMENT_CUSTOMSOUND_ALERT)
{
customSounds[0] = G_SoundIndex(va("%s/detected1", aeInfo->soundPath));
customSounds[1] = G_SoundIndex(va("%s/detected2", aeInfo->soundPath));
customSounds[2] = G_SoundIndex(va("%s/detected3", aeInfo->soundPath));
customSounds[3] = G_SoundIndex(va("%s/detected4", aeInfo->soundPath));
customSounds[4] = G_SoundIndex(va("%s/detected5", aeInfo->soundPath));
numSounds = 5;
}
if (!numSounds)
{
return;
}
G_Sound(self, CHAN_AUTO, customSounds[Q_irand(0, numSounds-1)]);
}
int ExampleAnimEntAlignment(gentity_t *self)
{
if (self->watertype == ANIMENT_TYPE_STORMTROOPER)
{
return ANIMENT_ALIGNED_BAD;
}
if (self->watertype == ANIMENT_TYPE_RODIAN)
{
return ANIMENT_ALIGNED_BAD;
}
if (self->watertype == ANIMENT_TYPE_JAN)
{
return ANIMENT_ALIGNED_GOOD;
}
if (self->watertype == ANIMENT_TYPE_CUSTOM)
{
animentCustomInfo_t *aeInfo = ExampleAnimEntCustomData(self);
if (aeInfo)
{
return aeInfo->aeAlignment;
}
}
return ANIMENT_ALIGNED_UNKNOWN;
}
void ExampleAnimEntAlertOthers(gentity_t *self)
{
//alert all the other animents in the area
int i = 0;
while (i < MAX_GENTITIES)
{
if (g_entities[i].inuse &&
g_entities[i].s.eType == ET_GRAPPLE &&
g_entities[i].health > 0)
{
if (g_entities[i].bolt_Motion == ENTITYNUM_NONE && trap_InPVS(self->r.currentOrigin, g_entities[i].r.currentOrigin) &&
ExampleAnimEntAlignment(self) == ExampleAnimEntAlignment(&g_entities[i]))
{
g_entities[i].bolt_Motion = self->bolt_Motion;
g_entities[i].speed = level.time + 4000; //4 seconds til we forget about the enemy
g_entities[i].bolt_RArm = level.time + Q_irand(500, 1000);
}
}
i++;
}
}
void ExampleAnimEnt_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
self->s.torsoAnim = G_PickDeathAnim(self, self->pos1, damage, mod, HL_NONE);
if (self->s.torsoAnim <= 0 || self->s.torsoAnim >= MAX_TOTALANIMATIONS)
{ //?! (bad)
self->s.torsoAnim = BOTH_DEATH1;
}
self->s.legsAnim = self->s.torsoAnim;
self->health = 1;
self->s.eFlags |= EF_DEAD;
self->takedamage = qfalse;
self->r.contents = 0;
if (self->watertype == ANIMENT_TYPE_STORMTROOPER)
{
G_Sound(self, CHAN_AUTO, gTrooperSound_Death[Q_irand(0, TROOPER_DEATH_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_RODIAN)
{
G_Sound(self, CHAN_AUTO, gRodianSound_Death[Q_irand(0, RODIAN_DEATH_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_JAN)
{
G_Sound(self, CHAN_AUTO, gJanSound_Death[Q_irand(0, JAN_DEATH_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_CUSTOM)
{
ExampleAnimEntCustomSound(self, ANIMENT_CUSTOMSOUND_DEATH);
}
if (mod == MOD_SABER)
{ //Set the velocity up a bit to make the limb fly up more than it otherwise would.
vec3_t preDelta;
VectorCopy(self->s.pos.trDelta, preDelta);
if (Q_irand(1, 10) < 5)
{
self->s.pos.trDelta[0] += Q_irand(10, 40);
}
else
{
self->s.pos.trDelta[0] -= Q_irand(10, 40);
}
if (Q_irand(1, 10) < 5)
{
self->s.pos.trDelta[1] += Q_irand(10, 40);
}
else
{
self->s.pos.trDelta[1] -= Q_irand(10, 40);
}
self->s.pos.trDelta[2] += 100;
G_CheckForDismemberment(self, self->pos1, damage, self->s.torsoAnim);
VectorCopy(preDelta, self->s.pos.trDelta);
}
if (self->bolt_Motion == ENTITYNUM_NONE &&
(attacker->client || attacker->s.eType == ET_GRAPPLE))
{
self->bolt_Motion = attacker->s.number;
}
if (self->bolt_Motion != ENTITYNUM_NONE)
{
ExampleAnimEntAlertOthers(self);
}
trap_LinkEntity(self);
self->bolt_Head = level.time + 5000;
}
void ExampleAnimEnt_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
int painAnim = (BOTH_PAIN1 + Q_irand(0, 3));
int animLen = (bgGlobalAnimations[painAnim].numFrames * fabs(bgGlobalAnimations[painAnim].frameLerp))-50;
while (painAnim == self->s.torsoAnim)
{
painAnim = (BOTH_PAIN1 + Q_irand(0, 3));
}
self->s.torsoAnim = painAnim;
self->s.legsAnim = painAnim;
self->bolt_LArm = level.time + animLen;
if (self->s.torsoAnim <= 0 || self->s.torsoAnim >= MAX_TOTALANIMATIONS)
{
self->s.torsoAnim = self->s.legsAnim = BOTH_PAIN1;
}
if (self->watertype == ANIMENT_TYPE_STORMTROOPER)
{
G_Sound(self, CHAN_AUTO, gTrooperSound_Pain[Q_irand(0, TROOPER_PAIN_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_RODIAN)
{
G_Sound(self, CHAN_AUTO, gRodianSound_Pain[Q_irand(0, RODIAN_PAIN_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_JAN)
{
G_Sound(self, CHAN_AUTO, gJanSound_Pain[Q_irand(0, JAN_PAIN_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_CUSTOM)
{
ExampleAnimEntCustomSound(self, ANIMENT_CUSTOMSOUND_PAIN);
}
if (attacker && (attacker->client || attacker->s.eType == ET_GRAPPLE) && self->bolt_Motion == ENTITYNUM_NONE)
{
if (attacker->s.number >= MAX_CLIENTS || (ExampleAnimEntAlignment(self) != ANIMENT_ALIGNED_GOOD && !(attacker->r.svFlags & SVF_BOT)))
{
self->bolt_Motion = attacker->s.number;
self->speed = level.time + 4000; //4 seconds til we forget about the enemy
ExampleAnimEntAlertOthers(self);
self->bolt_RArm = level.time + Q_irand(500, 1000);
}
}
}
void ExampleAnimEntTouch(gentity_t *self, gentity_t *other, trace_t *trace)
{
}
//We can use this method of movement without horrible choppiness, because
//we are smoothing out the lerpOrigin on the client when rendering this eType.
int ExampleAnimEntMove(gentity_t *self, vec3_t moveTo, float stepSize)
{
trace_t tr;
vec3_t stepTo;
vec3_t stepSub;
vec3_t stepGoal;
int didMove = 0;
if (self->s.groundEntityNum == ENTITYNUM_NONE)
{
return 2;
}
VectorCopy(moveTo, stepTo);
stepTo[2] = self->r.currentOrigin[2];
VectorSubtract(stepTo, self->r.currentOrigin, stepSub);
if (VectorLength(stepSub) < 32)
{
return 2;
}
VectorNormalize(stepSub);
stepGoal[0] = self->r.currentOrigin[0] + stepSub[0]*stepSize;
stepGoal[1] = self->r.currentOrigin[1] + stepSub[1]*stepSize;
stepGoal[2] = self->r.currentOrigin[2] + stepSub[2]*stepSize;
trap_Trace(&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, stepGoal, self->s.number, self->clipmask);
if (!tr.startsolid && !tr.allsolid && tr.fraction)
{
vec3_t vecSub;
VectorSubtract(self->r.currentOrigin, tr.endpos, vecSub);
if (VectorLength(vecSub) > (stepSize/2))
{
self->r.currentOrigin[0] = tr.endpos[0];
self->r.currentOrigin[1] = tr.endpos[1];
self->s.pos.trBase[0] = tr.endpos[0];
self->s.pos.trBase[1] = tr.endpos[1];
self->s.origin[0] = tr.endpos[0];
self->s.origin[1] = tr.endpos[1];
trap_LinkEntity(self);
didMove = 1;
}
}
if (didMove != 1)
{ //stair check
vec3_t trFrom;
vec3_t trTo;
vec3_t trDir;
vec3_t vecMeasure;
VectorCopy(tr.endpos, trFrom);
trFrom[2] += 16;
VectorSubtract(/*tr.endpos*/stepGoal, self->r.currentOrigin, trDir);
VectorNormalize(trDir);
trTo[0] = tr.endpos[0] + trDir[0]*2;
trTo[1] = tr.endpos[1] + trDir[1]*2;
trTo[2] = tr.endpos[2] + trDir[2]*2;
trTo[2] += 16;
VectorSubtract(trFrom, trTo, vecMeasure);
if (VectorLength(vecMeasure) > 1)
{
trap_Trace(&tr, trFrom, self->r.mins, self->r.maxs, trTo, self->s.number, self->clipmask);
if (!tr.startsolid && !tr.allsolid && tr.fraction == 1)
{ //clear trace here, probably up a step
vec3_t trDown;
vec3_t trUp;
VectorCopy(tr.endpos, trUp);
VectorCopy(tr.endpos, trDown);
trDown[2] -= 16;
trap_Trace(&tr, trFrom, self->r.mins, self->r.maxs, trTo, self->s.number, self->clipmask);
if (!tr.startsolid && !tr.allsolid)
{ //plop us down on the step after moving up
VectorCopy(tr.endpos, self->r.currentOrigin);
VectorCopy(tr.endpos, self->s.pos.trBase);
VectorCopy(tr.endpos, self->s.origin);
trap_LinkEntity(self);
didMove = 1;
}
}
}
}
return didMove;
}
float ExampleAnimEntYaw(gentity_t *self, float idealYaw, float yawSpeed)
{
float curYaw = 0;
float diffYaw = 0;
curYaw = AngleNormalize360(self->s.apos.trBase[YAW]);
diffYaw = AngleSubtract( curYaw, idealYaw );
if ( fabs(diffYaw) > 0.25f )
{
if ( fabs(diffYaw) > yawSpeed )
{
// cap max speed
curYaw += (diffYaw > 0.0f) ? -yawSpeed : yawSpeed;
}
else
{
// small enough
curYaw -= diffYaw;
}
}
return curYaw;
}
void ExampleAnimEntLook(gentity_t *self, vec3_t lookTo)
{
vec3_t lookSub;
VectorSubtract(lookTo, self->r.currentOrigin, lookSub);
VectorNormalize(lookSub);
vectoangles(lookSub, lookSub);
if (lookSub[PITCH] < -180)
{
lookSub[PITCH] -= 90;
}
//VectorCopy(lookSub, self->s.apos.trBase);
self->s.apos.trBase[PITCH] = lookSub[PITCH];
self->s.apos.trBase[ROLL] = 0;
self->s.apos.trBase[YAW] = ExampleAnimEntYaw(self, lookSub[YAW], 20);
}
qboolean ExampleAnimEntClearLOS(gentity_t *self, vec3_t point)
{
trace_t tr;
trap_Trace(&tr, self->r.currentOrigin, 0, 0, point, self->s.number, self->clipmask);
if (ExampleAnimEntAlignment(self) == ANIMENT_ALIGNED_GOOD)
{
if (tr.fraction == 1 ||
(g_entities[tr.entityNum].s.eType == ET_GRAPPLE && ExampleAnimEntAlignment(&g_entities[tr.entityNum]) != ANIMENT_ALIGNED_GOOD) ||
(self->bolt_Motion < MAX_CLIENTS && tr.entityNum == self->bolt_Motion))
{ //clear LOS, or would be hitting a bad animent, so fire.
return qtrue;
}
else if (g_entities[tr.entityNum].inuse && g_entities[tr.entityNum].client && (g_entities[tr.entityNum].r.svFlags & SVF_BOT))
{
return qtrue;
}
}
else
{
if (tr.fraction == 1 ||
tr.entityNum < MAX_CLIENTS ||
(g_entities[tr.entityNum].s.eType == ET_GRAPPLE && ExampleAnimEntAlignment(&g_entities[tr.entityNum]) != ANIMENT_ALIGNED_BAD))
{ //clear LOS, or would be hitting a client (they're all bad!), so fire.
return qtrue;
}
}
return qfalse;
}
void ExampleAnimEntWeaponHandling(gentity_t *self)
{
if (self->bolt_RArm > level.time)
{
return;
}
if (self->boltpoint4)
{
if (self->s.weapon == WP_DISRUPTOR)
{
AnimEntFireWeapon(self, qtrue);
G_AddEvent(self, EV_FIRE_WEAPON, 1);
self->bolt_RArm = level.time + Q_irand(1500, 2500);
}
else
{
AnimEntFireWeapon(self, qfalse);
G_AddEvent(self, EV_FIRE_WEAPON, 0);
if (self->s.weapon == WP_REPEATER)
{
self->bolt_RArm = level.time + Q_irand(1, 500);
}
else if (ExampleAnimEntAlignment(self) == ANIMENT_ALIGNED_GOOD)
{
self->bolt_RArm = level.time + Q_irand(200, 400);
}
else
{
self->bolt_RArm = level.time + Q_irand(700, 1000);
}
}
}
}
qboolean ExampleAnimEntWayValidCheck(gentity_t *self)
{
wpobject_t *currentWP;
trace_t tr;
if (self->bolt_Waist < 0 ||
self->bolt_Waist >= gWPNum)
{
return qfalse;
}
if (self->boltpoint1 < level.time)
{
return qfalse;
}
if (self->boltpoint2 < level.time)
{
return qfalse;
}
currentWP = gWPArray[self->bolt_Waist];
if (!currentWP)
{
return qfalse;
}
trap_Trace(&tr, self->r.currentOrigin, 0, 0, currentWP->origin, self->s.number, self->clipmask);
if (tr.fraction == 1)
{ //allow one second for time you cannot see the point. If we go beyond that, kill the connection.
self->boltpoint2 = level.time + 1000;
}
return qtrue;
}
//Simple nav routine utilizing bot path data
//bolt_Waist represents our current indexed waypoint
void ExampleAnimEntNavigation(gentity_t *self, vec3_t goalPos)
{
if (self->bolt_Waist == -1 ||
!ExampleAnimEntWayValidCheck(self))
{
int wpIndex = GetNearestVisibleWP(self->r.currentOrigin, self->s.number);
if (wpIndex >= 0 && wpIndex < gWPNum)
{
self->bolt_Waist = wpIndex;
self->boltpoint1 = level.time + 10000; //10 seconds to get to the point
self->boltpoint2 = level.time + 1000; //initialize the 1 second allowed visibility
}
else
{
self->bolt_Waist = -1;
}
}
if (self->bolt_Waist != -1)
{ //we have a point to go to
wpobject_t *currentWP = gWPArray[self->bolt_Waist];
if (currentWP)
{
vec3_t subLen;
float vecLen = 0;
VectorCopy(currentWP->origin, goalPos);
VectorSubtract(self->r.currentOrigin, currentWP->origin, subLen);
vecLen = VectorLength(subLen);
if (vecLen <= 40)
{
int desiredIndex = -20;
if (!self->boltpoint3)
{
desiredIndex = currentWP->index+1;
}
else
{
desiredIndex = currentWP->index-1;
}
if (desiredIndex != -20)
{
if (desiredIndex < 0)
{
self->boltpoint3 = 0;
desiredIndex = currentWP->index+1;
}
if (desiredIndex >= gWPNum)
{
self->boltpoint3 = 1;
desiredIndex = currentWP->index-1;
}
}
if (desiredIndex != -1 && desiredIndex >= 0 && desiredIndex < gWPNum)
{
currentWP = gWPArray[desiredIndex];
if (currentWP)
{
self->bolt_Waist = desiredIndex;
self->boltpoint1 = level.time + 10000; //every time we grab a new point, set the allowed travel-to time again
VectorCopy(currentWP->origin, goalPos);
}
}
}
}
}
else
{ //We have no place to go. Run toward the origin mindlessly.
VectorClear(goalPos);
}
}
void ExampleAnimEntEnemyHandling(gentity_t *self, float enDist)
{
int i = 0;
int bestIndex = -1;
float minDist = enDist;
if (ExampleAnimEntAlignment(self) == ANIMENT_ALIGNED_GOOD)
{
while (i < MAX_GENTITIES)
{
if (g_entities[i].inuse && (g_entities[i].s.eType == ET_GRAPPLE || (g_entities[i].client && (g_entities[i].r.svFlags & SVF_BOT))) && ExampleAnimEntAlignment(&g_entities[i]) != ANIMENT_ALIGNED_GOOD && g_entities[i].health > 0 && !(g_entities[i].s.eFlags & EF_DEAD))
{
vec3_t checkLen;
float fCheckLen;
VectorSubtract(self->r.currentOrigin, g_entities[i].r.currentOrigin, checkLen);
fCheckLen = VectorLength(checkLen);
if (fCheckLen < (minDist - 128))
{
vec3_t enAngles;
VectorSubtract(g_entities[i].r.currentOrigin, self->r.currentOrigin, enAngles);
vectoangles(enAngles, enAngles);
if ((InFieldOfVision(self->s.apos.trBase, 120, enAngles) || self->s.genericenemyindex > level.time) && ExampleAnimEntClearLOS(self, g_entities[i].r.currentOrigin))
{
minDist = fCheckLen;
bestIndex = i;
}
}
}
i++;
}
}
else
{
while (i < MAX_CLIENTS)
{
if (g_entities[i].inuse && g_entities[i].client && !(g_entities[i].r.svFlags & SVF_BOT) && g_entities[i].health > 0 && !(g_entities[i].s.eFlags & EF_DEAD) && g_entities[i].client->sess.sessionTeam != TEAM_SPECTATOR)
{
vec3_t checkLen;
float fCheckLen;
VectorSubtract(self->r.currentOrigin, g_entities[i].client->ps.origin, checkLen);
fCheckLen = VectorLength(checkLen);
if (fCheckLen < (minDist - 128))
{
vec3_t enAngles;
VectorSubtract(g_entities[i].client->ps.origin, self->r.currentOrigin, enAngles);
vectoangles(enAngles, enAngles);
if ((InFieldOfVision(self->s.apos.trBase, 120, enAngles) || self->s.genericenemyindex > level.time) && ExampleAnimEntClearLOS(self, g_entities[i].client->ps.origin))
{
minDist = fCheckLen;
bestIndex = i;
}
}
}
i++;
}
if (bestIndex == -1)
{
i = 0;
while (i < MAX_GENTITIES)
{
if (g_entities[i].inuse && g_entities[i].s.eType == ET_GRAPPLE && ExampleAnimEntAlignment(&g_entities[i]) != ANIMENT_ALIGNED_BAD && g_entities[i].health > 0 && !(g_entities[i].s.eFlags & EF_DEAD))
{
vec3_t checkLen;
float fCheckLen;
VectorSubtract(self->r.currentOrigin, g_entities[i].r.currentOrigin, checkLen);
fCheckLen = VectorLength(checkLen);
if (fCheckLen < (minDist - 128))
{
vec3_t enAngles;
VectorSubtract(g_entities[i].r.currentOrigin, self->r.currentOrigin, enAngles);
vectoangles(enAngles, enAngles);
if ((InFieldOfVision(self->s.apos.trBase, 120, enAngles) || self->s.genericenemyindex > level.time) && ExampleAnimEntClearLOS(self, g_entities[i].r.currentOrigin))
{
minDist = fCheckLen;
bestIndex = i;
}
}
}
i++;
}
}
}
if (bestIndex != -1)
{
self->bolt_Motion = bestIndex;
enDist = minDist;
self->speed = level.time + 4000; //4 seconds til we forget about the enemy
ExampleAnimEntAlertOthers(self);
self->bolt_RArm = level.time + Q_irand(500, 1000);
if (self->watertype == ANIMENT_TYPE_STORMTROOPER)
{
G_Sound(self, CHAN_AUTO, gTrooperSound_Alert[Q_irand(0, TROOPER_ALERT_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_RODIAN)
{
G_Sound(self, CHAN_AUTO, gRodianSound_Alert[Q_irand(0, RODIAN_ALERT_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_JAN)
{
G_Sound(self, CHAN_AUTO, gJanSound_Alert[Q_irand(0, JAN_ALERT_SOUNDS-1)]);
}
else if (self->watertype == ANIMENT_TYPE_CUSTOM)
{
ExampleAnimEntCustomSound(self, ANIMENT_CUSTOMSOUND_ALERT);
}
}
}
void ExampleAnimEntUpdateSelf(gentity_t *self)
{
vec3_t preserveAngles;
if (gBotEdit || !gWPNum)
{
if (!(self->s.eFlags & EF_DEAD))
{
if (self->bolt_LArm < level.time)
{
self->s.torsoAnim = BOTH_ATTACK3;
self->s.legsAnim = BOTH_STAND3;
}
}
else
{
if (self->bolt_Head < level.time)
{
self->think = G_FreeEntity;
self->nextthink = level.time;
return;
}
}
VectorCopy(self->s.apos.trBase, preserveAngles);
G_RunObject(self);
VectorCopy(preserveAngles, self->s.apos.trBase);
return;
}
if (!(self->s.eFlags & EF_DEAD))
{
if (self->bolt_LArm < level.time)
{
vec3_t goalPos;
int didMove = 0;
float enDist = 999999999;
float runSpeed = 18;
vec3_t enemyOrigin;
qboolean hasEnemyLOS = qfalse;
int originalEnemyIndex = self->bolt_Motion;
if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
g_entities[self->bolt_Motion].client)
{
if (g_entities[self->bolt_Motion].client->sess.sessionTeam == TEAM_SPECTATOR)
{
self->bolt_Motion = ENTITYNUM_NONE;
}
}
if (self->bolt_Motion < MAX_CLIENTS &&
(!g_entities[self->bolt_Motion].inuse ||
!g_entities[self->bolt_Motion].client))
{
self->bolt_Motion = ENTITYNUM_NONE;
}
if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
(g_entities[self->bolt_Motion].client || g_entities[self->bolt_Motion].s.eType == ET_GRAPPLE))
{
if (g_entities[self->bolt_Motion].health < 1 ||
(g_entities[self->bolt_Motion].s.eFlags & EF_DEAD))
{
self->bolt_Motion = ENTITYNUM_NONE;
}
}
if (gWPNum > 0)
{
if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
g_entities[self->bolt_Motion].client)
{
vec3_t enSubVec;
VectorSubtract(self->r.currentOrigin, g_entities[self->bolt_Motion].client->ps.origin, enSubVec);
enDist = VectorLength(enSubVec);
VectorCopy(g_entities[self->bolt_Motion].client->ps.origin, enemyOrigin);
if (g_entities[self->bolt_Motion].client->pers.cmd.upmove < 0)
{
enemyOrigin[2] -= 8;
}
else
{
enemyOrigin[2] += 8;
}
hasEnemyLOS = ExampleAnimEntClearLOS(self, enemyOrigin);
}
else if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
g_entities[self->bolt_Motion].s.eType == ET_GRAPPLE)
{
vec3_t enSubVec;
VectorSubtract(self->r.currentOrigin, g_entities[self->bolt_Motion].r.currentOrigin, enSubVec);
enDist = VectorLength(enSubVec);
VectorCopy(g_entities[self->bolt_Motion].r.currentOrigin, enemyOrigin);
hasEnemyLOS = ExampleAnimEntClearLOS(self, enemyOrigin);
}
if (hasEnemyLOS && enDist < 512 && self->splashRadius < level.time)
{
if (rand()%10 <= 8)
{
if (self->splashMethodOfDeath)
{
self->splashMethodOfDeath = 0;
}
else
{
self->splashMethodOfDeath = 1;
}
}
if (self->watertype == ANIMENT_TYPE_RODIAN)
{ //these guys stand still more often because they are "snipers"
if (rand()%10 <= 7)
{
self->splashMethodOfDeath = 1;
}
}
self->splashRadius = level.time + Q_irand(2000, 5000);
}
if (hasEnemyLOS && (enDist < 512 || self->watertype == ANIMENT_TYPE_RODIAN) && self->splashMethodOfDeath)
{
VectorCopy(self->r.currentOrigin, goalPos);
}
else
{
ExampleAnimEntNavigation(self, goalPos);
}
}
else
{ //No path data? Eh. Just run toward the origin mindlessly.
VectorClear(goalPos);
}
if (self->bolt_Motion == ENTITYNUM_NONE)
{
if (ExampleAnimEntAlignment(self) == ANIMENT_ALIGNED_GOOD)
{
runSpeed = 18;
}
else
{
runSpeed = 6;
}
}
didMove = ExampleAnimEntMove(self, goalPos, runSpeed);
if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
g_entities[self->bolt_Motion].client)
{
if (self->speed < level.time || g_entities[self->bolt_Motion].health < 1)
{
self->bolt_Motion = ENTITYNUM_NONE;
}
else
{
if (self->bolt_Motion != originalEnemyIndex)
{
vec3_t enSubVec;
VectorSubtract(self->r.currentOrigin, g_entities[self->bolt_Motion].client->ps.origin, enSubVec);
enDist = VectorLength(enSubVec);
}
}
}
else if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
g_entities[self->bolt_Motion].s.eType == ET_GRAPPLE)
{
if (self->speed < level.time || g_entities[self->bolt_Motion].health < 1)
{
self->bolt_Motion = ENTITYNUM_NONE;
}
else
{
if (self->bolt_Motion != originalEnemyIndex)
{
vec3_t enSubVec;
VectorSubtract(self->r.currentOrigin, g_entities[self->bolt_Motion].r.currentOrigin, enSubVec);
enDist = VectorLength(enSubVec);
}
}
}
ExampleAnimEntEnemyHandling(self, enDist);
if (self->bolt_Motion != ENTITYNUM_NONE &&
g_entities[self->bolt_Motion].inuse &&
(g_entities[self->bolt_Motion].client || g_entities[self->bolt_Motion].s.eType == ET_GRAPPLE))
{
vec3_t enOrigin;
if (g_entities[self->bolt_Motion].client)
{
VectorCopy(g_entities[self->bolt_Motion].client->ps.origin, enOrigin);
}
else
{
VectorCopy(g_entities[self->bolt_Motion].r.currentOrigin, enOrigin);
}
if (originalEnemyIndex != self->bolt_Motion)
{
VectorCopy(enOrigin, enemyOrigin);
if (g_entities[self->bolt_Motion].client)
{
if (g_entities[self->bolt_Motion].client->pers.cmd.upmove < 0)
{
enemyOrigin[2] -= 8;
}
else
{
enemyOrigin[2] += 8;
}
}
hasEnemyLOS = ExampleAnimEntClearLOS(self, enemyOrigin);
}
if (hasEnemyLOS)
{
vec3_t enAngles;
vec3_t enAimOrg;
vec3_t selfAimOrg;
vec3_t myZeroPitchAngles;
VectorCopy(enOrigin, enAimOrg);
VectorCopy(self->r.currentOrigin, selfAimOrg);
enAimOrg[2] = selfAimOrg[2];
VectorSubtract(enAimOrg, selfAimOrg, enAngles);
vectoangles(enAngles, enAngles);
VectorCopy(self->s.apos.trBase, myZeroPitchAngles);
myZeroPitchAngles[PITCH] = 0;
if (InFieldOfVision(myZeroPitchAngles, 50, enAngles))
{
self->boltpoint4 = 1;
}
self->speed = level.time + 4000; //4 seconds til we forget about the enemy
}
else
{
self->boltpoint4 = 0;
}
ExampleAnimEntLook(self, enemyOrigin);
}
else
{
self->boltpoint4 = 0;
ExampleAnimEntLook(self, goalPos);
}
if (!didMove)
{ //not just didMove 2, this means we're actually probably stuck
vec3_t aFwd, aRight;
vec3_t newGoalPos;
AngleVectors(self->s.apos.trBase, aFwd, aRight, 0);
newGoalPos[0] = self->r.currentOrigin[0] + aRight[0]*64 - aFwd[0]*64;
newGoalPos[1] = self->r.currentOrigin[1] + aRight[1]*64 - aFwd[1]*64;
newGoalPos[2] = self->r.currentOrigin[2] + aRight[2]*64 - aFwd[2]*64;
//Try moving to the right of the direction we're looking, to get around stuff
didMove = ExampleAnimEntMove(self, newGoalPos, 18);
if (!didMove)
{ //still? Try to the left.
newGoalPos[0] = self->r.currentOrigin[0] - aRight[0]*64 - aFwd[0]*64;
newGoalPos[1] = self->r.currentOrigin[1] - aRight[1]*64 - aFwd[1]*64;
newGoalPos[2] = self->r.currentOrigin[2] - aRight[2]*64 - aFwd[2]*64;
didMove = ExampleAnimEntMove(self, newGoalPos, 18);
}
}
if (didMove == 1)
{
if (self->bolt_Motion == ENTITYNUM_NONE && ExampleAnimEntAlignment(self) != ANIMENT_ALIGNED_GOOD)
{ //Good guys are always on "alert"
self->s.torsoAnim = BOTH_WALK1;
self->s.legsAnim = BOTH_WALK1;
}
else
{
self->s.torsoAnim = BOTH_ATTACK3;
self->s.legsAnim = BOTH_RUN2;
}
}
else
{
self->s.torsoAnim = BOTH_ATTACK3;
self->s.legsAnim = BOTH_STAND3;
}
ExampleAnimEntWeaponHandling(self);
}
}
else
{
if (self->bolt_Head < level.time)
{
self->think = G_FreeEntity;
self->nextthink = level.time;
return;
}
}
VectorCopy(self->s.apos.trBase, preserveAngles);
G_RunObject(self);
VectorCopy(preserveAngles, self->s.apos.trBase);
}
void G_SpawnExampleAnimEnt(vec3_t pos, int aeType, animentCustomInfo_t *aeInfo)
{
gentity_t *animEnt;
vec3_t playerMins;
vec3_t playerMaxs;
VectorSet(playerMins, -15, -15, DEFAULT_MINS_2);
VectorSet(playerMaxs, 15, 15, DEFAULT_MAXS_2);
if (aeType == ANIMENT_TYPE_STORMTROOPER)
{
if (!gTrooperSound_Pain[0])
{
gTrooperSound_Pain[0] = G_SoundIndex("sound/chars/st1/misc/pain25");
gTrooperSound_Pain[1] = G_SoundIndex("sound/chars/st1/misc/pain50");
gTrooperSound_Pain[2] = G_SoundIndex("sound/chars/st1/misc/pain75");
gTrooperSound_Pain[3] = G_SoundIndex("sound/chars/st1/misc/pain100");
gTrooperSound_Death[0] = G_SoundIndex("sound/chars/st1/misc/death1");
gTrooperSound_Death[1] = G_SoundIndex("sound/chars/st1/misc/death2");
gTrooperSound_Death[2] = G_SoundIndex("sound/chars/st1/misc/death3");
gTrooperSound_Alert[0] = G_SoundIndex("sound/chars/st1/misc/detected1");
gTrooperSound_Alert[1] = G_SoundIndex("sound/chars/st1/misc/detected2");
gTrooperSound_Alert[2] = G_SoundIndex("sound/chars/st1/misc/detected3");
gTrooperSound_Alert[3] = G_SoundIndex("sound/chars/st1/misc/detected4");
gTrooperSound_Alert[4] = G_SoundIndex("sound/chars/st1/misc/detected5");
}
}
else if (aeType == ANIMENT_TYPE_RODIAN)
{
if (!gRodianSound_Pain[0])
{
gRodianSound_Pain[0] = G_SoundIndex("sound/chars/rodian1/misc/pain25");
gRodianSound_Pain[1] = G_SoundIndex("sound/chars/rodian1/misc/pain50");
gRodianSound_Pain[2] = G_SoundIndex("sound/chars/rodian1/misc/pain75");
gRodianSound_Pain[3] = G_SoundIndex("sound/chars/rodian1/misc/pain100");
gRodianSound_Death[0] = G_SoundIndex("sound/chars/rodian1/misc/death1");
gRodianSound_Death[1] = G_SoundIndex("sound/chars/rodian1/misc/death2");
gRodianSound_Death[2] = G_SoundIndex("sound/chars/rodian1/misc/death3");
gRodianSound_Alert[0] = G_SoundIndex("sound/chars/rodian1/misc/detected1");
gRodianSound_Alert[1] = G_SoundIndex("sound/chars/rodian1/misc/detected2");
gRodianSound_Alert[2] = G_SoundIndex("sound/chars/rodian1/misc/detected3");
gRodianSound_Alert[3] = G_SoundIndex("sound/chars/rodian1/misc/detected4");
gRodianSound_Alert[4] = G_SoundIndex("sound/chars/rodian1/misc/detected5");
}
}
else if (aeType == ANIMENT_TYPE_JAN)
{
if (!gJanSound_Pain[0])
{
gJanSound_Pain[0] = G_SoundIndex("sound/chars/jan/misc/pain25");
gJanSound_Pain[1] = G_SoundIndex("sound/chars/jan/misc/pain50");
gJanSound_Pain[2] = G_SoundIndex("sound/chars/jan/misc/pain75");
gJanSound_Pain[3] = G_SoundIndex("sound/chars/jan/misc/pain100");
gJanSound_Death[0] = G_SoundIndex("sound/chars/jan/misc/death1");
gJanSound_Death[1] = G_SoundIndex("sound/chars/jan/misc/death2");
gJanSound_Death[2] = G_SoundIndex("sound/chars/jan/misc/death3");
gJanSound_Alert[0] = G_SoundIndex("sound/chars/jan/misc/detected1");
gJanSound_Alert[1] = G_SoundIndex("sound/chars/jan/misc/detected2");
gJanSound_Alert[2] = G_SoundIndex("sound/chars/jan/misc/detected3");
gJanSound_Alert[3] = G_SoundIndex("sound/chars/jan/misc/detected4");
gJanSound_Alert[4] = G_SoundIndex("sound/chars/jan/misc/detected5");
}
}
animEnt = G_Spawn();
animEnt->watertype = aeType; //set the animent type
if (aeType == ANIMENT_TYPE_CUSTOM && aeInfo)
{
ExampleAnimEntCustomDataEntry(animEnt, aeInfo->aeAlignment, aeInfo->aeWeapon, aeInfo->modelPath, aeInfo->soundPath);
AnimEntCustomSoundPrecache(aeInfo);
}
animEnt->s.eType = ET_GRAPPLE; //ET_GRAPPLE is the reserved special type for G2 anim ents.
if (animEnt->watertype == ANIMENT_TYPE_STORMTROOPER)
{
animEnt->s.modelindex = G_ModelIndex( "models/players/stormtrooper/model.glm" );
}
else if (animEnt->watertype == ANIMENT_TYPE_RODIAN)
{
animEnt->s.modelindex = G_ModelIndex( "models/players/rodian/model.glm" );
}
else if (animEnt->watertype == ANIMENT_TYPE_JAN)
{
animEnt->s.modelindex = G_ModelIndex( "models/players/jan/model.glm" );
}
else if (animEnt->watertype == ANIMENT_TYPE_CUSTOM)
{
animentCustomInfo_t *aeInfo = ExampleAnimEntCustomData(animEnt);
if (aeInfo)
{
animEnt->s.modelindex = G_ModelIndex(aeInfo->modelPath);
}
else
{
animEnt->s.modelindex = G_ModelIndex( "models/players/stormtrooper/model.glm" );
}
}
else
{
G_Error("Unknown AnimEnt type!\n");
}
animEnt->s.g2radius = 100;
if (animEnt->watertype == ANIMENT_TYPE_STORMTROOPER)
{
animEnt->s.weapon = WP_BLASTER; //This will tell the client to stick a blaster in the model's hands upon model init.
}
else if (animEnt->watertype == ANIMENT_TYPE_RODIAN)
{
animEnt->s.weapon = WP_DISRUPTOR; //These guys get disruptors instead of blasters.
}
else if (animEnt->watertype == ANIMENT_TYPE_JAN)
{
animEnt->s.weapon = WP_BLASTER;
}
else if (animEnt->watertype == ANIMENT_TYPE_CUSTOM)
{
animentCustomInfo_t *aeInfo = ExampleAnimEntCustomData(animEnt);
if (aeInfo)
{
animEnt->s.weapon = aeInfo->aeWeapon;
}
else
{
animEnt->s.weapon = WP_BLASTER;
}
}
animEnt->s.modelGhoul2 = 1; //Deal with it like any other ghoul2 ent, as far as killing instances.
G_SetOrigin(animEnt, pos);
animEnt->classname = "g2animent";
VectorCopy (playerMins, animEnt->r.mins);
VectorCopy (playerMaxs, animEnt->r.maxs);
animEnt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
animEnt->clipmask = MASK_PLAYERSOLID;
animEnt->r.contents = MASK_PLAYERSOLID;
animEnt->takedamage = qtrue;
animEnt->health = 60;
animEnt->s.owner = MAX_CLIENTS+1;
animEnt->s.shouldtarget = qtrue;
animEnt->s.teamowner = 0;
trap_LinkEntity(animEnt);
animEnt->pain = ExampleAnimEnt_Pain;
animEnt->die = ExampleAnimEnt_Die;
animEnt->touch = ExampleAnimEntTouch;
animEnt->think = ExampleAnimEntUpdateSelf;
animEnt->nextthink = level.time + 50;
animEnt->s.torsoAnim = BOTH_ATTACK3;
animEnt->s.legsAnim = BOTH_STAND3;
//initialize the "AI" values
animEnt->bolt_Waist = -1; //the waypoint index
animEnt->bolt_Motion = ENTITYNUM_NONE; //the enemy index
animEnt->splashMethodOfDeath = 0; //don't stand still while you have an enemy
animEnt->splashRadius = 0; //timer for randomly deciding to stand still
animEnt->boltpoint3 = 0; //running forward on the trail
}
qboolean gEscaping = qfalse;
int gEscapeTime = 0;
#ifdef ANIMENT_SPAWNER
int AESpawner_CountAnimEnts(gentity_t *spawner, qboolean onlySameType)
{
int i = 0;
int count = 0;
while (i < MAX_GENTITIES)
{
if (g_entities[i].inuse && g_entities[i].s.eType == ET_GRAPPLE)
{
if (!onlySameType)
{
count++;
}
else
{
if (spawner->watertype == g_entities[i].watertype)
{
if (spawner->watertype == ANIMENT_TYPE_CUSTOM)
{
if (spawner->waterlevel == g_entities[i].waterlevel)
{ //only count it if it's the same custom type template, indicated by equal "waterlevel" value.
count++;
}
}
else
{
count++;
}
}
}
}
i++;
}
return count;
}
qboolean AESpawner_NoClientInPVS(gentity_t *ent)
{
int i = 0;
while (i < MAX_CLIENTS)
{
if (g_entities[i].inuse &&
g_entities[i].client &&
trap_InPVS(ent->s.origin, g_entities[i].client->ps.origin))
{
return qfalse;
}
i++;
}
return qtrue;
}
qboolean AESpawner_PassAnimEntPVSCheck(gentity_t *ent)
{
int count = 0;
int i = 0;
if (!ent->bolt_LArm)
{ //unlimited
return qtrue;
}
while (i < MAX_GENTITIES)
{
if (g_entities[i].inuse && g_entities[i].s.eType == ET_GRAPPLE &&
trap_InPVS(ent->r.currentOrigin, g_entities[i].r.currentOrigin))
{
count++;
}
if (count >= ent->bolt_LArm)
{ //too many in this pvs..
return qfalse;
}
i++;
}
return qtrue;
}
void AESpawner_Think(gentity_t *ent)
{
int animEntCount;
animentCustomInfo_t *aeInfo = NULL;
if (gBotEdit)
{
ent->nextthink = level.time + 1000;
return;
}
if (!ent->bolt_LLeg)
{
animEntCount = -1;
}
else
{
qboolean onlySameType = qfalse;
if (ent->bolt_RLeg)
{
onlySameType = qtrue;
}
animEntCount = AESpawner_CountAnimEnts(ent, onlySameType);
}
if (animEntCount < ent->bolt_LLeg)
{
trace_t tr;
vec3_t playerMins;
vec3_t playerMaxs;
VectorSet(playerMins, -15, -15, DEFAULT_MINS_2);
VectorSet(playerMaxs, 15, 15, DEFAULT_MAXS_2);
trap_Trace(&tr, ent->s.origin, playerMins, playerMaxs, ent->s.origin, ent->s.number, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
if (ent->bolt_Head || AESpawner_NoClientInPVS(ent))
{
if (AESpawner_PassAnimEntPVSCheck(ent))
{
if (ent->watertype == ANIMENT_TYPE_CUSTOM)
{
aeInfo = ExampleAnimEntCustomData(ent); //we can get this info from the spawner, because it has its waterlevel set too.
}
G_SpawnExampleAnimEnt(ent->s.origin, ent->watertype, aeInfo);
}
}
}
}
ent->nextthink = level.time + 1000;
}
void SP_misc_animent_spawner(gentity_t *ent)
{
if (g_gametype.integer != GT_SINGLE_PLAYER)
{
G_FreeEntity(ent);
return;
}
G_SpawnInt( "spawninpvs", "0", &ent->bolt_Head );
//If this is non-0, the spawner will spawn even if a client is in the PVS
G_SpawnInt( "othersinpvs", "3", &ent->bolt_LArm);
//Don't spawn more than this many animents in the PVS of this spawner.
//If 0, the amount is unlimited.
G_SpawnInt( "totalspawn", "12", &ent->bolt_LLeg);
//Only spawn if less than or equal to this many ents active globally.
//0 is unlimited, but that could cause horrible disaster.
G_SpawnInt( "spawntype", "0", &ent->watertype);
//Spawn type. 0 is stormtrooper, 1 is rodian.
G_SpawnInt( "sametype", "1", &ent->bolt_RLeg);
//If 1, only counts other animates of the same type for deciding whether or not to spawn (as opposed to all types).
//Default is 1.
//Just precache the assets now
if (ent->watertype == ANIMENT_TYPE_STORMTROOPER)
{
gTrooperSound_Pain[0] = G_SoundIndex("sound/chars/st1/misc/pain25");
gTrooperSound_Pain[1] = G_SoundIndex("sound/chars/st1/misc/pain50");
gTrooperSound_Pain[2] = G_SoundIndex("sound/chars/st1/misc/pain75");
gTrooperSound_Pain[3] = G_SoundIndex("sound/chars/st1/misc/pain100");
gTrooperSound_Death[0] = G_SoundIndex("sound/chars/st1/misc/death1");
gTrooperSound_Death[1] = G_SoundIndex("sound/chars/st1/misc/death2");
gTrooperSound_Death[2] = G_SoundIndex("sound/chars/st1/misc/death3");
gTrooperSound_Alert[0] = G_SoundIndex("sound/chars/st1/misc/detected1");
gTrooperSound_Alert[1] = G_SoundIndex("sound/chars/st1/misc/detected2");
gTrooperSound_Alert[2] = G_SoundIndex("sound/chars/st1/misc/detected3");
gTrooperSound_Alert[3] = G_SoundIndex("sound/chars/st1/misc/detected4");
gTrooperSound_Alert[4] = G_SoundIndex("sound/chars/st1/misc/detected5");
G_ModelIndex( "models/players/stormtrooper/model.glm" );
}
else if (ent->watertype == ANIMENT_TYPE_RODIAN)
{
gRodianSound_Pain[0] = G_SoundIndex("sound/chars/rodian1/misc/pain25");
gRodianSound_Pain[1] = G_SoundIndex("sound/chars/rodian1/misc/pain50");
gRodianSound_Pain[2] = G_SoundIndex("sound/chars/rodian1/misc/pain75");
gRodianSound_Pain[3] = G_SoundIndex("sound/chars/rodian1/misc/pain100");
gRodianSound_Death[0] = G_SoundIndex("sound/chars/rodian1/misc/death1");
gRodianSound_Death[1] = G_SoundIndex("sound/chars/rodian1/misc/death2");
gRodianSound_Death[2] = G_SoundIndex("sound/chars/rodian1/misc/death3");
gRodianSound_Alert[0] = G_SoundIndex("sound/chars/rodian1/misc/detected1");
gRodianSound_Alert[1] = G_SoundIndex("sound/chars/rodian1/misc/detected2");
gRodianSound_Alert[2] = G_SoundIndex("sound/chars/rodian1/misc/detected3");
gRodianSound_Alert[3] = G_SoundIndex("sound/chars/rodian1/misc/detected4");
gRodianSound_Alert[4] = G_SoundIndex("sound/chars/rodian1/misc/detected5");
G_ModelIndex( "models/players/rodian/model.glm" );
}
else if (ent->watertype == ANIMENT_TYPE_JAN)
{
gJanSound_Pain[0] = G_SoundIndex("sound/chars/jan/misc/pain25");
gJanSound_Pain[1] = G_SoundIndex("sound/chars/jan/misc/pain50");
gJanSound_Pain[2] = G_SoundIndex("sound/chars/jan/misc/pain75");
gJanSound_Pain[3] = G_SoundIndex("sound/chars/jan/misc/pain100");
gJanSound_Death[0] = G_SoundIndex("sound/chars/jan/misc/death1");
gJanSound_Death[1] = G_SoundIndex("sound/chars/jan/misc/death2");
gJanSound_Death[2] = G_SoundIndex("sound/chars/jan/misc/death3");
gJanSound_Alert[0] = G_SoundIndex("sound/chars/jan/misc/detected1");
gJanSound_Alert[1] = G_SoundIndex("sound/chars/jan/misc/detected2");
gJanSound_Alert[2] = G_SoundIndex("sound/chars/jan/misc/detected3");
gJanSound_Alert[3] = G_SoundIndex("sound/chars/jan/misc/detected4");
gJanSound_Alert[4] = G_SoundIndex("sound/chars/jan/misc/detected5");
G_ModelIndex( "models/players/jan/model.glm" );
}
else if (ent->watertype == ANIMENT_TYPE_CUSTOM)
{
int alignment = 1;
int weapon = 3;
char *model;
char *soundpath;
animentCustomInfo_t *aeInfo;
G_SpawnInt( "ae_aligned", "1", &alignment );
//Alignedment - 1 is bad, 2 is good.
G_SpawnInt( "ae_weapon", "3", &weapon);
//Weapon - Same values as normal weapons.
G_SpawnString( "ae_model", "models/players/stormtrooper/model.glm", &model);
//Model to use
G_SpawnString( "ae_soundpath", "sound/chars/jan/misc", &soundpath);
//Sound path to use
ExampleAnimEntCustomDataEntry(ent, alignment, weapon, model, soundpath);
aeInfo = ExampleAnimEntCustomData(ent);
if (aeInfo)
{
AnimEntCustomSoundPrecache(aeInfo);
G_ModelIndex( aeInfo->modelPath );
}
}
ent->think = AESpawner_Think;
ent->nextthink = level.time + Q_irand(50, 500);
trap_LinkEntity(ent);
}
void Use_Target_Screenshake( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
qboolean bGlobal = qfalse;
if (ent->bolt_LArm)
{
bGlobal = qtrue;
}
G_ScreenShake(ent->s.origin, NULL, ent->speed, ent->bolt_Head, bGlobal);
}
void SP_target_screenshake(gentity_t *ent)
{
if (g_gametype.integer != GT_SINGLE_PLAYER)
{
G_FreeEntity(ent);
return;
}
G_SpawnFloat( "intensity", "10", &ent->speed );
//intensity of the shake
G_SpawnInt( "duration", "800", &ent->bolt_Head );
//duration of the shake
G_SpawnInt( "globalshake", "1", &ent->bolt_LArm );
//non-0 if shake should be global (all clients). Otherwise, only in the PVS.
ent->use = Use_Target_Screenshake;
}
void LogExit( const char *string );
void Use_Target_Escapetrig( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
if (!ent->bolt_LArm)
{
gEscaping = qtrue;
gEscapeTime = level.time + ent->bolt_Head;
}
else if (gEscaping)
{
int i = 0;
gEscaping = qfalse;
while (i < MAX_CLIENTS)
{ //all of the survivors get 100 points!
if (g_entities[i].inuse && g_entities[i].client && g_entities[i].health > 0 &&
g_entities[i].client->sess.sessionTeam != TEAM_SPECTATOR &&
!(g_entities[i].client->ps.pm_flags & PMF_FOLLOW))
{
AddScore(&g_entities[i], g_entities[i].client->ps.origin, 100);
}
i++;
}
if (activator && activator->inuse && activator->client)
{ //the one who escaped gets 500
AddScore(activator, activator->client->ps.origin, 500);
}
LogExit("Escaped!");
}
}
void SP_target_escapetrig(gentity_t *ent)
{
if (g_gametype.integer != GT_SINGLE_PLAYER)
{
G_FreeEntity(ent);
return;
}
G_SpawnInt( "escapetime", "60000", &ent->bolt_Head);
//time given (in ms) for the escape
G_SpawnInt( "escapegoal", "0", &ent->bolt_LArm);
//if non-0, when used, will end an ongoing escape instead of start it
ent->use = Use_Target_Escapetrig;
}
#endif
void G_CreateExampleAnimEnt(gentity_t *ent)
{
vec3_t fwd, fwdPos;
animentCustomInfo_t aeInfo;
char arg[MAX_STRING_CHARS];
int iArg = 0;
int argNum = trap_Argc();
memset(&aeInfo, 0, sizeof(aeInfo));
if (argNum > 1)
{
trap_Argv( 1, arg, sizeof( arg ) );
iArg = atoi(arg);
if (iArg < 0)
{
iArg = 0;
}
if (iArg >= MAX_ANIMENTS)
{
iArg = MAX_ANIMENTS-1;
}
}
AngleVectors(ent->client->ps.viewangles, fwd, 0, 0);
fwdPos[0] = ent->client->ps.origin[0] + fwd[0]*128;
fwdPos[1] = ent->client->ps.origin[1] + fwd[1]*128;
fwdPos[2] = ent->client->ps.origin[2] + fwd[2]*128;
if (iArg == ANIMENT_TYPE_CUSTOM)
{
char arg2[MAX_STRING_CHARS];
if (argNum > 2)
{
trap_Argv( 2, arg, sizeof( arg ) );
aeInfo.aeAlignment = atoi(arg);
}
else
{
aeInfo.aeAlignment = ANIMENT_ALIGNED_BAD;
}
if (argNum > 3)
{
trap_Argv( 3, arg, sizeof( arg ) );
aeInfo.aeWeapon = atoi(arg);
}
else
{
aeInfo.aeWeapon = WP_BRYAR_PISTOL;
}
if (argNum > 4)
{
trap_Argv( 4, arg, sizeof( arg ) );
aeInfo.modelPath = arg;
}
else
{
aeInfo.modelPath = "models/players/stormtrooper/model.glm";
}
if (argNum > 5)
{
trap_Argv( 5, arg2, sizeof( arg2 ) );
aeInfo.soundPath = arg2;
}
else
{
aeInfo.soundPath = "sound/chars/jan/misc";
}
}
G_SpawnExampleAnimEnt(fwdPos, iArg, &aeInfo);
}
//rww - here ends the main example g2animent stuff