jkxr/Projects/Android/jni/OpenJK/code/game/AI_Mark1.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "b_local.h"
#include "g_nav.h"
#include "../cgame/cg_local.h"
#include "g_functions.h"
#define MIN_MELEE_RANGE 320
#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
#define MIN_DISTANCE 128
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
#define TURN_OFF 0x00000100
#define LEFT_ARM_HEALTH 40
#define RIGHT_ARM_HEALTH 40
#define AMMO_POD_HEALTH 40
#define BOWCASTER_VELOCITY 1300
#define BOWCASTER_NPC_DAMAGE_EASY 12
#define BOWCASTER_NPC_DAMAGE_NORMAL 24
#define BOWCASTER_NPC_DAMAGE_HARD 36
#define BOWCASTER_SIZE 2
#define BOWCASTER_SPLASH_DAMAGE 0
#define BOWCASTER_SPLASH_RADIUS 0
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_ASLEEP,
LSTATE_WAKEUP,
LSTATE_FIRED0,
LSTATE_FIRED1,
LSTATE_FIRED2,
LSTATE_FIRED3,
LSTATE_FIRED4,
};
qboolean NPC_CheckPlayerTeamStealth( void );
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
void Mark1_BlasterAttack(qboolean advance);
void DeathFX( gentity_t *ent );
extern gitem_t *FindItemForAmmo( ammo_t ammo );
/*
-------------------------
NPC_Mark1_Precache
-------------------------
*/
void NPC_Mark1_Precache(void)
{
G_SoundIndex( "sound/chars/mark1/misc/mark1_wakeup");
G_SoundIndex( "sound/chars/mark1/misc/shutdown");
G_SoundIndex( "sound/chars/mark1/misc/walk");
G_SoundIndex( "sound/chars/mark1/misc/run");
G_SoundIndex( "sound/chars/mark1/misc/death1");
G_SoundIndex( "sound/chars/mark1/misc/death2");
G_SoundIndex( "sound/chars/mark1/misc/anger");
G_SoundIndex( "sound/chars/mark1/misc/mark1_fire");
G_SoundIndex( "sound/chars/mark1/misc/mark1_pain");
G_SoundIndex( "sound/chars/mark1/misc/mark1_explo");
// G_EffectIndex( "small_chunks");
G_EffectIndex( "env/med_explode2");
G_EffectIndex( "explosions/probeexplosion1");
G_EffectIndex( "blaster/smoke_bolton");
G_EffectIndex( "bryar/muzzle_flash");
G_EffectIndex( "explosions/droidexplosion1" );
RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS));
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
RegisterItem( FindItemForWeapon( WP_BOWCASTER ));
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
}
/*
-------------------------
NPC_Mark1_Part_Explode
-------------------------
*/
void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
{
if ( bolt >=0 )
{
mdxaBone_t boltMatrix;
vec3_t org, dir;
gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
bolt,
&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
NULL, self->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
G_PlayEffect( "env/med_explode2", org, dir );
G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number, org );
}
}
/*
-------------------------
Mark1_Idle
-------------------------
*/
void Mark1_Idle( void )
{
NPC_BSIdle();
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_NORMAL );
}
/*
-------------------------
Mark1Dead_FireRocket
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1Dead_FireRocket (void)
{
mdxaBone_t boltMatrix;
vec3_t muzzle1,muzzle_dir;
int damage = 50;
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
NPC->genericBolt5,
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
NULL, NPC->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
gentity_t *missile = CreateMissile( muzzle1, muzzle_dir, BOWCASTER_VELOCITY, 10000, NPC );
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
}
/*
-------------------------
Mark1Dead_FireBlaster
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1Dead_FireBlaster (void)
{
vec3_t muzzle1,muzzle_dir;
gentity_t *missile;
mdxaBone_t boltMatrix;
int bolt;
bolt = NPC->genericBolt1;
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
bolt,
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
NULL, NPC->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC );
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = 1;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
/*
-------------------------
Mark1_die
-------------------------
*/
void Mark1_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
{
/*
int anim;
// Is he dead already?
anim = self->client->ps.legsAnim;
if (((anim==BOTH_DEATH1) || (anim==BOTH_DEATH2)) && (self->client->ps.torsoAnimTimer==0))
{ // This is because self->health keeps getting zeroed out. HL_NONE acts as health in this case.
self->locationDamage[HL_NONE] += damage;
if (self->locationDamage[HL_NONE] > 50)
{
DeathFX(self);
self->client->ps.eFlags |= EF_NODRAW;
self->contents = CONTENTS_CORPSE;
// G_FreeEntity( self ); // Is this safe? I can't see why we'd mark it nodraw and then just leave it around??
self->e_ThinkFunc = thinkF_G_FreeEntity;
self->nextthink = level.time + FRAMETIME;
}
return;
}
*/
G_Sound( self, G_SoundIndex(va("sound/chars/mark1/misc/death%d.wav",Q_irand( 1, 2))));
// Choose a death anim
if (Q_irand( 1, 10) > 5)
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
/*
-------------------------
Mark1_dying
-------------------------
*/
void Mark1_dying( gentity_t *self )
{
int num,newBolt;
if (self->client->ps.torsoAnimTimer>0)
{
if (TIMER_Done(self,"dyingExplosion"))
{
num = Q_irand( 1, 3);
// Find place to generate explosion
if (num == 1)
{
num = Q_irand( 8, 10);
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*flash%d",num) );
NPC_Mark1_Part_Explode(self,newBolt);
}
else
{
num = Q_irand( 1, 6);
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",num) );
NPC_Mark1_Part_Explode(self,newBolt);
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",num), TURN_OFF );
}
TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
}
// int dir;
// vec3_t right;
// Shove to the side
// AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL );
// VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity );
// See which weapons are there
// Randomly fire blaster
if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) // Is the blaster still on the model?
{
if (Q_irand( 1, 5) == 1)
{
SaveNPCGlobals();
SetNPCGlobals( self );
Mark1Dead_FireBlaster();
RestoreNPCGlobals();
}
}
// Randomly fire rocket
if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )) // Is the rocket still on the model?
{
if (Q_irand( 1, 10) == 1)
{
SaveNPCGlobals();
SetNPCGlobals( self );
Mark1Dead_FireRocket();
RestoreNPCGlobals();
}
}
}
}
/*
-------------------------
NPC_Mark1_Pain
- look at what was hit and see if it should be removed from the model.
-------------------------
*/
void NPC_Mark1_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
int newBolt,i,chance;
NPC_Pain( self, inflictor, other, point, damage, mod );
G_Sound( self, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));
// Hit in the CHEST???
if (hitLoc==HL_CHEST)
{
chance = Q_irand( 1, 4);
if ((chance == 1) && (damage > 5))
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
// Hit in the left arm?
else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
{
if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up?
{
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
if ( newBolt != -1 )
{
NPC_Mark1_Part_Explode(self,newBolt);
}
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm", TURN_OFF );
}
}
// Hit in the right arm?
else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up?
{
if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
{
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
if ( newBolt != -1 )
{
// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
NPC_Mark1_Part_Explode( self, newBolt );
}
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm", TURN_OFF );
}
}
// Check ammo pods
else
{
for (i=0;i<6;i++)
{
if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up?
{
if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
{
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",(i+1)) );
if ( newBolt != -1 )
{
NPC_Mark1_Part_Explode(self,newBolt);
}
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",(i+1)), TURN_OFF );
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
break;
}
}
}
}
// Are both guns shot off?
if ((gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) &&
(gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )))
{
G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN);
}
}
/*
-------------------------
Mark1_Hunt
- look for enemy.
-------------------------`
*/
void Mark1_Hunt(void)
{
if ( NPCInfo->goalEntity == NULL )
{
NPCInfo->goalEntity = NPC->enemy;
}
NPC_FaceEnemy( qtrue );
NPCInfo->combatMove = qtrue;
NPC_MoveToGoal( qtrue );
}
/*
-------------------------
Mark1_FireBlaster
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1_FireBlaster(void)
{
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
static vec3_t forward, vright, up;
gentity_t *missile;
mdxaBone_t boltMatrix;
int bolt;
// Which muzzle to fire from?
if ((NPCInfo->localState <= LSTATE_FIRED0) || (NPCInfo->localState == LSTATE_FIRED4))
{
NPCInfo->localState = LSTATE_FIRED1;
bolt = NPC->genericBolt1;
}
else if (NPCInfo->localState == LSTATE_FIRED1)
{
NPCInfo->localState = LSTATE_FIRED2;
bolt = NPC->genericBolt2;
}
else if (NPCInfo->localState == LSTATE_FIRED2)
{
NPCInfo->localState = LSTATE_FIRED3;
bolt = NPC->genericBolt3;
}
else
{
NPCInfo->localState = LSTATE_FIRED4;
bolt = NPC->genericBolt4;
}
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
bolt,
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
NULL, NPC->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
if (NPC->health)
{
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
else
{
AngleVectors (NPC->currentAngles, forward, vright, up);
}
G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward );
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = 1;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
/*
-------------------------
Mark1_BlasterAttack
-------------------------
*/
void Mark1_BlasterAttack(qboolean advance )
{
int chance;
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
{
chance = Q_irand( 1, 5);
NPCInfo->burstCount++;
if (NPCInfo->burstCount<3) // Too few shots this burst?
{
chance = 2; // Force it to keep firing.
}
else if (NPCInfo->burstCount>12) // Too many shots fired this burst?
{
NPCInfo->burstCount = 0;
chance = 1; // Force it to stop firing.
}
// Stop firing.
if (chance == 1)
{
NPCInfo->burstCount = 0;
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
}
else
{
if (TIMER_Done( NPC, "attackDelay2" )) // Can't be shooting every frame.
{
TIMER_Set( NPC, "attackDelay2", Q_irand( 50, 50) );
Mark1_FireBlaster();
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
return;
}
}
else if (advance)
{
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
{
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
}
Mark1_Hunt();
}
else // Make sure he's not firing.
{
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
{
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
}
}
}
/*
-------------------------
Mark1_FireRocket
-------------------------
*/
void Mark1_FireRocket(void)
{
mdxaBone_t boltMatrix;
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
static vec3_t forward, vright, up;
int damage = 50;
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
NPC->genericBolt5,
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
NULL, NPC->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
// G_PlayEffect( "blaster/muzzle_flash", muzzle1 );
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire" ));
gentity_t *missile = CreateMissile( muzzle1, forward, BOWCASTER_VELOCITY, 10000, NPC );
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
}
/*
-------------------------
Mark1_RocketAttack
-------------------------
*/
void Mark1_RocketAttack( qboolean advance )
{
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
{
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
Mark1_FireRocket();
}
else if (advance)
{
Mark1_Hunt();
}
}
/*
-------------------------
Mark1_AttackDecision
-------------------------
*/
void Mark1_AttackDecision( void )
{
int blasterTest,rocketTest;
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// Enemy is dead or he has no enemy.
if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt() == qfalse ))
{
NPC->enemy = NULL;
return;
}
// Rate our distance to the target and visibility
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
qboolean visible = NPC_ClearLOS( NPC->enemy );
qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
// If we cannot see our target, move to see it
if ((!visible) || (!NPC_FaceEnemy(qtrue)))
{
Mark1_Hunt();
return;
}
// See if the side weapons are there
blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "l_arm" );
rocketTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "r_arm" );
// It has both side weapons
if (!blasterTest && !rocketTest)
{
; // So do nothing.
}
else if (blasterTest)
{
distRate = DIST_LONG;
}
else if (rocketTest)
{
distRate = DIST_MELEE;
}
else // It should never get here, but just in case
{
NPC->health = 0;
NPC->client->ps.stats[STAT_HEALTH] = 0;
GEntity_DieFunc(NPC, NPC, NPC, 100, MOD_UNKNOWN);
}
// We can see enemy so shoot him if timers let you.
NPC_FaceEnemy( qtrue );
if (distRate == DIST_MELEE)
{
Mark1_BlasterAttack(advance);
}
else if (distRate == DIST_LONG)
{
Mark1_RocketAttack(advance);
}
}
/*
-------------------------
Mark1_Patrol
-------------------------
*/
void Mark1_Patrol( void )
{
if ( NPC_CheckPlayerTeamStealth() )
{
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_wakeup"));
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//If we have somewhere to go, then do that
if (!NPC->enemy)
{
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
NPC_UpdateAngles( qtrue, qtrue );
}
//randomly talk
// if (TIMER_Done(NPC,"patrolNoise"))
// {
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
//
// TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
// }
}
}
/*
-------------------------
NPC_BSMark1_Default
-------------------------
*/
void NPC_BSMark1_Default( void )
{
//NPC->e_DieFunc = dieF_Mark1_die;
if ( NPC->enemy )
{
NPCInfo->goalEntity = NPC->enemy;
Mark1_AttackDecision();
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Mark1_Patrol();
}
else
{
Mark1_Idle();
}
}