quake2-rogue/m_chick.c

947 lines
22 KiB
C

/*
==============================================================================
chick
==============================================================================
*/
#include "g_local.h"
#include "m_chick.h"
// ROGUE
#define LEAD_TARGET 1
// ROGUE
qboolean visible (edict_t *self, edict_t *other);
void chick_stand (edict_t *self);
void chick_run (edict_t *self);
void chick_reslash(edict_t *self);
void chick_rerocket(edict_t *self);
void chick_attack1(edict_t *self);
static int sound_missile_prelaunch;
static int sound_missile_launch;
static int sound_melee_swing;
static int sound_melee_hit;
static int sound_missile_reload;
static int sound_death1;
static int sound_death2;
static int sound_fall_down;
static int sound_idle1;
static int sound_idle2;
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_sight;
static int sound_search;
void ChickMoan (edict_t *self)
{
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
}
mframe_t chick_frames_fidget [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, ChickMoan,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t chick_move_fidget = {FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand};
void chick_fidget (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
return;
if (random() <= 0.3)
self->monsterinfo.currentmove = &chick_move_fidget;
}
mframe_t chick_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, chick_fidget,
};
mmove_t chick_move_stand = {FRAME_stand101, FRAME_stand130, chick_frames_stand, NULL};
void chick_stand (edict_t *self)
{
self->monsterinfo.currentmove = &chick_move_stand;
}
mframe_t chick_frames_start_run [] =
{
ai_run, 1, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, -1, NULL,
ai_run, -1, NULL,
ai_run, 0, NULL,
ai_run, 1, NULL,
ai_run, 3, NULL,
ai_run, 6, NULL,
ai_run, 3, NULL
};
mmove_t chick_move_start_run = {FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run};
mframe_t chick_frames_run [] =
{
ai_run, 6, NULL,
ai_run, 8, NULL,
ai_run, 13, NULL,
ai_run, 5, monster_done_dodge, // make sure to clear dodge bit
ai_run, 7, NULL,
ai_run, 4, NULL,
ai_run, 11, NULL,
ai_run, 5, NULL,
ai_run, 9, NULL,
ai_run, 7, NULL
};
mmove_t chick_move_run = {FRAME_walk11, FRAME_walk20, chick_frames_run, NULL};
mframe_t chick_frames_walk [] =
{
ai_walk, 6, NULL,
ai_walk, 8, NULL,
ai_walk, 13, NULL,
ai_walk, 5, NULL,
ai_walk, 7, NULL,
ai_walk, 4, NULL,
ai_walk, 11, NULL,
ai_walk, 5, NULL,
ai_walk, 9, NULL,
ai_walk, 7, NULL
};
mmove_t chick_move_walk = {FRAME_walk11, FRAME_walk20, chick_frames_walk, NULL};
void chick_walk (edict_t *self)
{
self->monsterinfo.currentmove = &chick_move_walk;
}
void chick_run (edict_t *self)
{
monster_done_dodge (self);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &chick_move_stand;
return;
}
if (self->monsterinfo.currentmove == &chick_move_walk ||
self->monsterinfo.currentmove == &chick_move_start_run)
{
self->monsterinfo.currentmove = &chick_move_run;
}
else
{
self->monsterinfo.currentmove = &chick_move_start_run;
}
}
mframe_t chick_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t chick_move_pain1 = {FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run};
mframe_t chick_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t chick_move_pain2 = {FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run};
mframe_t chick_frames_pain3 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -6, NULL,
ai_move, 3, NULL,
ai_move, 11, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 4, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, -3, NULL,
ai_move, -4, NULL,
ai_move, 5, NULL,
ai_move, 7, NULL,
ai_move, -2, NULL,
ai_move, 3, NULL,
ai_move, -5, NULL,
ai_move, -2, NULL,
ai_move, -8, NULL,
ai_move, 2, NULL
};
mmove_t chick_move_pain3 = {FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run};
void chick_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
monster_done_dodge(self);
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
r = random();
if (r < 0.33)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else if (r < 0.66)
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
// PMM - clear this from blindfire
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
if (damage <= 10)
self->monsterinfo.currentmove = &chick_move_pain1;
else if (damage <= 25)
self->monsterinfo.currentmove = &chick_move_pain2;
else
self->monsterinfo.currentmove = &chick_move_pain3;
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
}
void chick_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, 0);
VectorSet (self->maxs, 16, 16, 16);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
mframe_t chick_frames_death2 [] =
{
ai_move, -6, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -5, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -2, NULL,
ai_move, 1, NULL,
ai_move, 10, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, -3, NULL,
ai_move, -5, NULL,
ai_move, 4, NULL,
ai_move, 15, NULL,
ai_move, 14, NULL,
ai_move, 1, NULL
};
mmove_t chick_move_death2 = {FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead};
mframe_t chick_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -7, NULL,
ai_move, 4, NULL,
ai_move, 11, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t chick_move_death1 = {FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead};
void chick_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
if (self->health <= self->gib_health)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
n = rand() % 2;
if (n == 0)
{
self->monsterinfo.currentmove = &chick_move_death1;
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &chick_move_death2;
gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
}
}
// PMM - changes to duck code for new dodge
mframe_t chick_frames_duck [] =
{
ai_move, 0, monster_duck_down,
ai_move, 1, NULL,
ai_move, 4, monster_duck_hold,
ai_move, -4, NULL,
ai_move, -5, monster_duck_up,
ai_move, 3, NULL,
ai_move, 1, NULL
};
mmove_t chick_move_duck = {FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run};
/*
void chick_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
// begin orig code
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &chick_move_duck;
// end
float r;
float height;
int shooting = 0;
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget (self);
}
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
// seeing numbers like 13 and 14)
if ((eta < 0.1) || (eta > 5))
return;
r = random();
if (r > (0.25*((skill->value)+1)))
return;
if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
(self->monsterinfo.currentmove == &chick_move_attack1))
{
shooting = 1;
}
if (self->monsterinfo.aiflags & AI_DODGING)
{
height = self->absmax[2];
}
else
{
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
}
// check to see if it makes sense to duck
if (tr->endpos[2] <= height)
{
vec3_t right, diff;
if (shooting)
{
self->monsterinfo.attack_state = AS_SLIDING;
return;
}
AngleVectors (self->s.angles, NULL, right, NULL);
VectorSubtract (tr->endpos, self->s.origin, diff);
if (DotProduct (right, diff) < 0)
{
self->monsterinfo.lefty = 1;
}
// if it doesn't sense to duck, try to strafe away
monster_done_dodge (self);
self->monsterinfo.currentmove = &chick_move_run;
self->monsterinfo.attack_state = AS_SLIDING;
return;
}
if (skill->value == 0)
{
self->monsterinfo.currentmove = &chick_move_duck;
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
self->monsterinfo.aiflags |= AI_DODGING;
return;
}
if (!shooting)
{
self->monsterinfo.currentmove = &chick_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
self->monsterinfo.aiflags |= AI_DODGING;
}
return;
}
*/
void ChickSlash (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
fire_hit (self, aim, (10 + (rand() %6)), 100);
}
void ChickRocket (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
trace_t trace; // PMM - check target
int rocketSpeed;
float dist;
// pmm - blindfire
vec3_t target;
qboolean blindfire = false;
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
blindfire = true;
else
blindfire = false;
if(!self->enemy || !self->enemy->inuse) //PGM
return; //PGM
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);
rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
// put a debug trail from start to endpoint, confirm that the start point is
// correct for the trace
// PMM
if (blindfire)
VectorCopy (self->monsterinfo.blind_fire_target, target);
else
VectorCopy (self->enemy->s.origin, target);
// pmm
//PGM
// PMM - blindfire shooting
if (blindfire)
{
VectorCopy (target, vec);
VectorSubtract (vec, start, dir);
}
// pmm
// don't shoot at feet if they're above where i'm shooting from.
else if(random() < 0.33 || (start[2] < self->enemy->absmin[2]))
{
// gi.dprintf("normal shot\n");
VectorCopy (target, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
}
else
{
// gi.dprintf("shooting at feet!\n");
VectorCopy (target, vec);
vec[2] = self->enemy->absmin[2];
VectorSubtract (vec, start, dir);
}
//PGM
//======
//PMM - lead target (not when blindfiring)
// 20, 35, 50, 65 chance of leading
if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
{
float time;
// gi.dprintf ("leading target\n");
dist = VectorLength (dir);
time = dist/rocketSpeed;
VectorMA(vec, time, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
}
//PMM - lead target
//======
VectorNormalize (dir);
// pmm blindfire doesn't check target (done in checkattack)
// paranoia, make sure we're not shooting a target right next to us
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (blindfire)
{
// blindfire has different fail criteria for the trace
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
else
{
// geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things.
// hunt around for a good shot
// try shifting the target to the left a little (to help counter her large offset)
VectorCopy (target, vec);
VectorMA (vec, -10, right, vec);
VectorSubtract(vec, start, dir);
VectorNormalize (dir);
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
else
{
// ok, that failed. try to the right
VectorCopy (target, vec);
VectorMA (vec, 10, right, vec);
VectorSubtract(vec, start, dir);
VectorNormalize (dir);
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
// else if ((g_showlogic) && (g_showlogic->value))
// // ok, I give up
// gi.dprintf ("chick avoiding blindfire shot\n");
}
}
}
else
{
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if(trace.ent == self->enemy || trace.ent == world)
{
if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
// else
// gi.dprintf("didn't make it halfway to target...aborting\n");
}
}
}
void Chick_PreAttack1 (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0);
}
void ChickReload (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0);
}
mframe_t chick_frames_start_attack1 [] =
{
ai_charge, 0, Chick_PreAttack1,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 0, NULL,
ai_charge, -3, NULL,
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, 7, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, chick_attack1
};
mmove_t chick_move_start_attack1 = {FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, NULL};
mframe_t chick_frames_attack1 [] =
{
ai_charge, 19, ChickRocket,
ai_charge, -6, NULL,
ai_charge, -5, NULL,
ai_charge, -2, NULL,
ai_charge, -7, NULL,
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, 10, ChickReload,
ai_charge, 4, NULL,
ai_charge, 5, NULL,
ai_charge, 6, NULL,
ai_charge, 6, NULL,
ai_charge, 4, NULL,
ai_charge, 3, chick_rerocket
};
mmove_t chick_move_attack1 = {FRAME_attak114, FRAME_attak127, chick_frames_attack1, NULL};
mframe_t chick_frames_end_attack1 [] =
{
ai_charge, -3, NULL,
ai_charge, 0, NULL,
ai_charge, -6, NULL,
ai_charge, -4, NULL,
ai_charge, -2, NULL
};
mmove_t chick_move_end_attack1 = {FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run};
void chick_rerocket(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &chick_move_end_attack1;
return;
}
if (self->enemy->health > 0)
{
if (range (self, self->enemy) > RANGE_MELEE)
if ( visible (self, self->enemy) )
if (random() <= (0.6 + (0.05*((float)skill->value))))
{
self->monsterinfo.currentmove = &chick_move_attack1;
return;
}
}
self->monsterinfo.currentmove = &chick_move_end_attack1;
}
void chick_attack1(edict_t *self)
{
self->monsterinfo.currentmove = &chick_move_attack1;
}
mframe_t chick_frames_slash [] =
{
ai_charge, 1, NULL,
ai_charge, 7, ChickSlash,
ai_charge, -7, NULL,
ai_charge, 1, NULL,
ai_charge, -1, NULL,
ai_charge, 1, NULL,
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, -2, chick_reslash
};
mmove_t chick_move_slash = {FRAME_attak204, FRAME_attak212, chick_frames_slash, NULL};
mframe_t chick_frames_end_slash [] =
{
ai_charge, -6, NULL,
ai_charge, -1, NULL,
ai_charge, -6, NULL,
ai_charge, 0, NULL
};
mmove_t chick_move_end_slash = {FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run};
void chick_reslash(edict_t *self)
{
if (self->enemy->health > 0)
{
if (range (self, self->enemy) == RANGE_MELEE)
if (random() <= 0.9)
{
self->monsterinfo.currentmove = &chick_move_slash;
return;
}
else
{
self->monsterinfo.currentmove = &chick_move_end_slash;
return;
}
}
self->monsterinfo.currentmove = &chick_move_end_slash;
}
void chick_slash(edict_t *self)
{
self->monsterinfo.currentmove = &chick_move_slash;
}
mframe_t chick_frames_start_slash [] =
{
ai_charge, 1, NULL,
ai_charge, 8, NULL,
ai_charge, 3, NULL
};
mmove_t chick_move_start_slash = {FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash};
void chick_melee(edict_t *self)
{
self->monsterinfo.currentmove = &chick_move_start_slash;
}
void chick_attack(edict_t *self)
{
float r, chance;
monster_done_dodge (self);
// PMM
if (self->monsterinfo.attack_state == AS_BLIND)
{
// setup shot probabilities
if (self->monsterinfo.blind_fire_delay < 1.0)
chance = 1.0;
else if (self->monsterinfo.blind_fire_delay < 7.5)
chance = 0.4;
else
chance = 0.1;
r = random();
// minimum of 2 seconds, plus 0-3, after the shots are done
self->monsterinfo.blind_fire_delay += 4.0 + 1.5 + random();
// don't shoot at the origin
if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
return;
// don't shoot if the dice say not to
if (r > chance)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("blindfire - NO SHOT\n");
return;
}
// turn on manual steering to signal both manual steering and blindfire
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &chick_move_start_attack1;
self->monsterinfo.attack_finished = level.time + 2*random();
return;
}
// pmm
self->monsterinfo.currentmove = &chick_move_start_attack1;
}
void chick_sight(edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
//===========
//PGM
qboolean chick_blocked (edict_t *self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
if(blocked_checkplat (self, dist))
return true;
return false;
}
//PGM
//===========
void chick_duck (edict_t *self, float eta)
{
if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
(self->monsterinfo.currentmove == &chick_move_attack1))
{
// if we're shooting, and not on easy, don't dodge
if (skill->value)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
return;
}
}
if (skill->value == 0)
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
else
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
// has to be done immediately otherwise she can get stuck
monster_duck_down(self);
self->monsterinfo.nextframe = FRAME_duck01;
self->monsterinfo.currentmove = &chick_move_duck;
return;
}
void chick_sidestep (edict_t *self)
{
if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
(self->monsterinfo.currentmove == &chick_move_attack1))
{
// if we're shooting, and not on easy, don't dodge
if (skill->value)
{
self->monsterinfo.aiflags &= ~AI_DODGING;
return;
}
}
if (self->monsterinfo.currentmove != &chick_move_run)
self->monsterinfo.currentmove = &chick_move_run;
}
/*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_chick (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_missile_prelaunch = gi.soundindex ("chick/chkatck1.wav");
sound_missile_launch = gi.soundindex ("chick/chkatck2.wav");
sound_melee_swing = gi.soundindex ("chick/chkatck3.wav");
sound_melee_hit = gi.soundindex ("chick/chkatck4.wav");
sound_missile_reload = gi.soundindex ("chick/chkatck5.wav");
sound_death1 = gi.soundindex ("chick/chkdeth1.wav");
sound_death2 = gi.soundindex ("chick/chkdeth2.wav");
sound_fall_down = gi.soundindex ("chick/chkfall1.wav");
sound_idle1 = gi.soundindex ("chick/chkidle1.wav");
sound_idle2 = gi.soundindex ("chick/chkidle2.wav");
sound_pain1 = gi.soundindex ("chick/chkpain1.wav");
sound_pain2 = gi.soundindex ("chick/chkpain2.wav");
sound_pain3 = gi.soundindex ("chick/chkpain3.wav");
sound_sight = gi.soundindex ("chick/chksght1.wav");
sound_search = gi.soundindex ("chick/chksrch1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/bitch2/tris.md2");
VectorSet (self->mins, -16, -16, 0);
VectorSet (self->maxs, 16, 16, 56);
self->health = 175;
self->gib_health = -70;
self->mass = 200;
self->pain = chick_pain;
self->die = chick_die;
self->monsterinfo.stand = chick_stand;
self->monsterinfo.walk = chick_walk;
self->monsterinfo.run = chick_run;
// pmm
self->monsterinfo.dodge = M_MonsterDodge;
self->monsterinfo.duck = chick_duck;
self->monsterinfo.unduck = monster_duck_up;
self->monsterinfo.sidestep = chick_sidestep;
// self->monsterinfo.dodge = chick_dodge;
// pmm
self->monsterinfo.attack = chick_attack;
self->monsterinfo.melee = chick_melee;
self->monsterinfo.sight = chick_sight;
self->monsterinfo.blocked = chick_blocked; // PGM
gi.linkentity (self);
self->monsterinfo.currentmove = &chick_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
// PMM
self->monsterinfo.blindfire = true;
// pmm
walkmonster_start (self);
}