mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
378 lines
9.6 KiB
C++
378 lines
9.6 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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//#define AMMO_POD_HEALTH 40
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#define AMMO_POD_HEALTH 1
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#define TURN_OFF 0x00000100
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#define VELOCITY_DECAY 0.25
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#define MAX_DISTANCE 256
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#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
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#define MIN_DISTANCE 24
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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extern gitem_t *FindItemForAmmo( ammo_t ammo );
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//Local state enums
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enum
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{
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LSTATE_NONE = 0,
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LSTATE_DROPPINGDOWN,
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LSTATE_DOWN,
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LSTATE_RISINGUP,
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};
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gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
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void NPC_Mark2_Precache( void )
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{
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G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );// blows up on death
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G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" );
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G_SoundIndex( "sound/chars/mark2/misc/mark2_fire" );
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G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );
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G_EffectIndex( "droidexplosion1" );
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G_EffectIndex( "env/med_explode2" );
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G_EffectIndex( "blaster/smoke_bolton" );
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G_EffectIndex( "bryar/muzzle_flash" );
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RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
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RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS));
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RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
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RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
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}
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/*
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-------------------------
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NPC_Mark2_Part_Explode
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-------------------------
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*/
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void NPC_Mark2_Part_Explode( gentity_t *self, int bolt )
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{
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if ( bolt >=0 )
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{
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mdxaBone_t boltMatrix;
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vec3_t org, dir;
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gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
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bolt,
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&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
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NULL, self->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
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G_PlayEffect( "env/med_explode2", org, dir );
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}
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G_PlayEffect( "blaster/smoke_bolton", self->playerModel, bolt, self->s.number);
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self->count++; // Count of pods blown off
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}
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/*
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-------------------------
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NPC_Mark2_Pain
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- look at what was hit and see if it should be removed from the model.
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-------------------------
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*/
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void NPC_Mark2_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
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{
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int newBolt,i;
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NPC_Pain( self, inflictor, other, point, damage, mod );
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for (i=0;i<3;i++)
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{
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if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up?
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{
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if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
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{
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("torso_canister%d",(i+1)) );
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if ( newBolt != -1 )
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{
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NPC_Mark2_Part_Explode(self,newBolt);
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_canister%d",(i+1)), TURN_OFF );
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break;
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}
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}
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}
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G_Sound( self, G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" ));
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// If any pods were blown off, kill him
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if (self->count > 0)
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{
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G_Damage( self, NULL, NULL, NULL, NULL, self->health, DAMAGE_NO_PROTECTION, MOD_UNKNOWN );
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}
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}
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/*
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-------------------------
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Mark2_Hunt
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-------------------------
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*/
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void Mark2_Hunt(void)
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{
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if ( NPCInfo->goalEntity == NULL )
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{
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NPCInfo->goalEntity = NPC->enemy;
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}
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// Turn toward him before moving towards him.
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NPC_FaceEnemy( qtrue );
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NPCInfo->combatMove = qtrue;
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NPC_MoveToGoal( qtrue );
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}
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/*
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-------------------------
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Mark2_FireBlaster
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-------------------------
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*/
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void Mark2_FireBlaster(qboolean advance)
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{
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vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
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static vec3_t forward, vright, up;
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gentity_t *missile;
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mdxaBone_t boltMatrix;
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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NPC->genericBolt1,
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&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
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NULL, NPC->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
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if (NPC->health)
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{
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CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
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VectorSubtract (enemy_org1, muzzle1, delta1);
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vectoangles ( delta1, angleToEnemy1 );
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AngleVectors (angleToEnemy1, forward, vright, up);
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}
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else
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{
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AngleVectors (NPC->currentAngles, forward, vright, up);
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}
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G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward );
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G_Sound( NPC, G_SoundIndex("sound/chars/mark2/misc/mark2_fire"));
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missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );
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missile->classname = "bryar_proj";
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missile->s.weapon = WP_BRYAR_PISTOL;
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missile->damage = 1;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_ENERGY;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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}
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/*
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-------------------------
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Mark2_BlasterAttack
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-------------------------
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*/
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void Mark2_BlasterAttack(qboolean advance)
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{
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if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
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{
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if (NPCInfo->localState == LSTATE_NONE) // He's up so shoot less often.
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{
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2000) );
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}
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else
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{
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TIMER_Set( NPC, "attackDelay", Q_irand( 100, 500) );
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}
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Mark2_FireBlaster(advance);
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return;
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}
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else if (advance)
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{
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Mark2_Hunt();
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}
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}
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/*
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-------------------------
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Mark2_AttackDecision
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-------------------------
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*/
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void Mark2_AttackDecision( void )
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{
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NPC_FaceEnemy( qtrue );
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float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
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qboolean visible = NPC_ClearLOS( NPC->enemy );
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qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
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// He's been ordered to get up
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if (NPCInfo->localState == LSTATE_RISINGUP)
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{
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NPC->flags &= ~FL_SHIELDED;
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
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if ((NPC->client->ps.legsAnimTimer==0) &&
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NPC->client->ps.torsoAnim == BOTH_RUN1START )
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{
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NPCInfo->localState = LSTATE_NONE; // He's up again.
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}
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return;
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}
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// If we cannot see our target, move to see it
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if ((!visible) || (!NPC_FaceEnemy(qtrue)))
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{
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// If he's going down or is down, make him get up
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if ((NPCInfo->localState == LSTATE_DOWN) || (NPCInfo->localState == LSTATE_DROPPINGDOWN))
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{
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if ( TIMER_Done( NPC, "downTime" ) ) // Down being down?? (The delay is so he doesn't pop up and down when the player goes in and out of range)
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{
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NPCInfo->localState = LSTATE_RISINGUP;
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
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TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down.
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}
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}
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else
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{
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Mark2_Hunt();
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}
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return;
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}
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// He's down but he could advance if he wants to.
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if ((advance) && (TIMER_Done( NPC, "downTime" )) && (NPCInfo->localState == LSTATE_DOWN))
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{
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NPCInfo->localState = LSTATE_RISINGUP;
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
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TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down.
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}
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NPC_FaceEnemy( qtrue );
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// Dropping down to shoot
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if (NPCInfo->localState == LSTATE_DROPPINGDOWN)
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{
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
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TIMER_Set( NPC, "downTime", Q_irand( 3000, 9000) );
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if ((NPC->client->ps.legsAnimTimer==0) && NPC->client->ps.torsoAnim == BOTH_RUN1STOP )
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{
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NPC->flags |= FL_SHIELDED;
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NPCInfo->localState = LSTATE_DOWN;
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}
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}
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// He's down and shooting
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else if (NPCInfo->localState == LSTATE_DOWN)
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{
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// NPC->flags |= FL_SHIELDED;//only damagable by lightsabers and missiles
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Mark2_BlasterAttack(qfalse);
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}
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else if (TIMER_Done( NPC, "runTime" )) // Lowering down to attack. But only if he's done running at you.
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{
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NPCInfo->localState = LSTATE_DROPPINGDOWN;
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}
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else if (advance)
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{
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// We can see enemy so shoot him if timer lets you.
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Mark2_BlasterAttack(advance);
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}
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}
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/*
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-------------------------
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Mark2_Patrol
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-------------------------
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*/
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void Mark2_Patrol( void )
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{
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if ( NPC_CheckPlayerTeamStealth() )
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{
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// G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/anger.wav"));
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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//If we have somewhere to go, then do that
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if (!NPC->enemy)
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{
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if ( UpdateGoal() )
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{
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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NPC_UpdateAngles( qtrue, qtrue );
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}
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//randomly talk
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if (TIMER_Done(NPC,"patrolNoise"))
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{
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// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
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TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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}
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/*
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-------------------------
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Mark2_Idle
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-------------------------
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*/
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void Mark2_Idle( void )
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{
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NPC_BSIdle();
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}
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/*
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-------------------------
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NPC_BSMark2_Default
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-------------------------
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*/
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void NPC_BSMark2_Default( void )
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{
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if ( NPC->enemy )
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{
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NPCInfo->goalEntity = NPC->enemy;
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Mark2_AttackDecision();
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}
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else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
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{
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Mark2_Patrol();
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}
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else
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{
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Mark2_Idle();
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}
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}
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