/* =========================================================================== 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 . =========================================================================== */ #include "g_headers.h" #include "b_local.h" #include "g_nav.h" #include "anims.h" #include "wp_saber.h" extern qboolean G_StandardHumanoid( const char *modelName ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType ); extern void NPC_AimAdjust( int change ); extern qboolean WP_LobFire( gentity_t *self, vec3_t start, vec3_t target, vec3_t mins, vec3_t maxs, int clipmask, vec3_t velocity, qboolean tracePath, int ignoreEntNum, int enemyNum, float minSpeed, float maxSpeed, float idealSpeed, qboolean mustHit ); extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f ); extern void G_SoundAtSpot( vec3_t org, int soundIndex ); extern void G_SoundOnEnt (gentity_t *ent, soundChannel_t channel, const char *soundPath); extern qboolean PM_CrouchAnim( int anim ); //extern void NPC_Mark1_Part_Explode(gentity_t *self,int bolt); #define MELEE_DIST_SQUARED 6400//80*80 #define MIN_LOB_DIST_SQUARED 65536//256*256 #define MAX_LOB_DIST_SQUARED 200704//448*448 #define REPEATER_ALT_SIZE 3 // half of bbox size #define GENERATOR_HEALTH 25 #define TURN_ON 0x00000000 #define TURN_OFF 0x00000100 #define GALAK_SHIELD_HEALTH 500 static vec3_t shieldMins = {-60, -60, -24 }; static vec3_t shieldMaxs = {60, 60, 80}; extern qboolean NPC_CheckPlayerTeamStealth( void ); static qboolean enemyLOS; static qboolean enemyCS; static qboolean hitAlly; static qboolean faceEnemy; static qboolean AImove; static qboolean shoot; static float enemyDist; static vec3_t impactPos; void NPC_GalakMech_Precache( void ) { G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ); G_SoundIndex( "sound/weapons/galak/lasercharge.wav" ); G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ); G_EffectIndex( "galak/trace_beam" ); G_EffectIndex( "galak/beam_warmup" ); // G_EffectIndex( "small_chunks"); G_EffectIndex( "env/med_explode2"); G_EffectIndex( "env/small_explode2"); G_EffectIndex( "galak/explode"); G_EffectIndex( "blaster/smoke_bolton"); // G_EffectIndex( "env/exp_trail_comp"); } void NPC_GalakMech_Init( gentity_t *ent ) { if (ent->NPC->behaviorState != BS_CINEMATIC) { ent->client->ps.stats[STAT_ARMOR] = GALAK_SHIELD_HEALTH; ent->NPC->investigateCount = ent->NPC->investigateDebounceTime = 0; ent->flags |= FL_SHIELDED;//reflect normal shots ent->client->ps.powerups[PW_GALAK_SHIELD] = Q3_INFINITE;//temp, for effect ent->fx_time = level.time; VectorSet( ent->mins, -60, -60, -24 ); VectorSet( ent->maxs, 60, 60, 80 ); ent->flags |= FL_NO_KNOCKBACK;//don't get pushed TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels TIMER_Set( ent, "flee", 0 ); TIMER_Set( ent, "smackTime", 0 ); TIMER_Set( ent, "beamDelay", 0 ); TIMER_Set( ent, "noLob", 0 ); TIMER_Set( ent, "noRapid", 0 ); TIMER_Set( ent, "talkDebounce", 0 ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_shield_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galakface_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galakhead_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_eyes_mouth_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_collar_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galaktorso_off", TURN_OFF ); } else { // gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "helmet", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_shield_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galakface_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galakhead_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_eyes_mouth_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_collar_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "torso_galaktorso_off", TURN_ON ); } } //----------------------------------------------------------------- static void GM_CreateExplosion( gentity_t *self, const int boltID, qboolean doSmall = qfalse ) { if ( boltID >=0 ) { mdxaBone_t boltMatrix; vec3_t org, dir; gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, boltID, &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 ); if ( doSmall ) { G_PlayEffect( "env/small_explode2", org, dir ); } else { G_PlayEffect( "env/med_explode2", org, dir ); } } } /* ------------------------- GM_Dying ------------------------- */ void GM_Dying( gentity_t *self ) { if ( level.time - self->s.time < 4000 ) {//FIXME: need a real effect self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + 1000; if ( TIMER_Done( self, "dyingExplosion" ) ) { int newBolt; switch ( Q_irand( 1, 14 ) ) { // Find place to generate explosion case 1: if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_hand" )) {//r_hand still there GM_CreateExplosion( self, self->handRBolt, qtrue ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_hand", TURN_OFF ); } else if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm_middle" )) {//r_arm_middle still there newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*r_arm_elbow" ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm_middle", TURN_OFF ); } break; case 2: //FIXME: do only once? if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_hand" )) {//l_hand still there GM_CreateExplosion( self, self->handLBolt ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_hand", TURN_OFF ); } else if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm_wrist" )) {//l_arm_wrist still there newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*l_arm_cap_l_hand" ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_wrist", TURN_OFF ); } else if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm_middle" )) {//l_arm_middle still there newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*l_arm_cap_l_hand" ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_middle", TURN_OFF ); } else if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm_augment" )) {//l_arm_augment still there newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*l_arm_elbow" ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_augment", TURN_OFF ); } break; case 3: case 4: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*hip_fr" ); GM_CreateExplosion( self, newBolt ); break; case 5: case 6: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*shldr_l" ); GM_CreateExplosion( self, newBolt ); break; case 7: case 8: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*uchest_r" ); GM_CreateExplosion( self, newBolt ); break; case 9: case 10: GM_CreateExplosion( self, self->headBolt ); break; case 11: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*l_leg_knee" ); GM_CreateExplosion( self, newBolt, qtrue ); break; case 12: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*r_leg_knee" ); GM_CreateExplosion( self, newBolt, qtrue ); break; case 13: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*l_leg_foot" ); GM_CreateExplosion( self, newBolt, qtrue ); break; case 14: newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*r_leg_foot" ); GM_CreateExplosion( self, newBolt, qtrue ); break; } TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1100 ) ); } } else {//one final, huge explosion G_PlayEffect( "galak/explode", self->currentOrigin ); // G_PlayEffect( "small_chunks", self->currentOrigin ); // G_PlayEffect( "env/exp_trail_comp", self->currentOrigin, self->currentAngles ); self->nextthink = level.time + FRAMETIME; self->e_ThinkFunc = thinkF_G_FreeEntity; } } /* ------------------------- NPC_GM_Pain ------------------------- */ extern void NPC_SetPainEvent( gentity_t *self ); void NPC_GM_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc ) { if ( self->client->ps.powerups[PW_GALAK_SHIELD] == 0 ) {//shield is currently down //FIXME: allow for radius damage? if ( (hitLoc==HL_GENERIC1) && (self->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH) ) { int newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*antenna_base" ); if ( newBolt != -1 ) { GM_CreateExplosion( self, newBolt ); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_shield_off", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna", TURN_OFF ); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna_base_cap_off", TURN_ON ); self->client->ps.powerups[PW_GALAK_SHIELD] = 0;//temp, for effect self->client->ps.stats[STAT_ARMOR] = 0;//no more armor self->NPC->investigateDebounceTime = 0;//stop recharging NPC_SetAnim( self, SETANIM_BOTH, BOTH_ALERT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( self, "attackDelay", self->client->ps.torsoAnimTimer ); G_AddEvent( self, Q_irand( EV_DEATH1, EV_DEATH3 ), self->health ); } } else {//store the point for shield impact if ( point ) { VectorCopy( point, self->pos4 ); self->client->poisonTime = level.time; } } if ( !self->lockCount && !self->client->ps.torsoAnimTimer ) {//don't interrupt laser sweep attack or other special attacks/moves if ( self->count < 4 && self->health > 100 && hitLoc != HL_GENERIC1 ) { if ( self->delay < level.time ) { int speech; switch( self->count ) { default: case 0: speech = EV_PUSHED1; break; case 1: speech = EV_PUSHED2; break; case 2: speech = EV_PUSHED3; break; case 3: speech = EV_DETECTED1; break; } self->count++; self->NPC->blockedSpeechDebounceTime = 0; G_AddVoiceEvent( self, speech, Q_irand( 3000, 5000 ) ); self->delay = level.time + Q_irand( 5000, 7000 ); } } else { NPC_Pain( self, inflictor, attacker, point, damage, mod, hitLoc ); } } else if ( hitLoc == HL_GENERIC1 ) { NPC_SetPainEvent( self ); self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 ); } if ( inflictor && inflictor->lastEnemy == self ) {//He force-pushed my own lobfires back at me if ( mod == MOD_REPEATER_ALT && !Q_irand( 0, 2 ) ) { if ( TIMER_Done( self, "noRapid" ) ) { self->NPC->scriptFlags &= ~SCF_ALT_FIRE; self->alt_fire = qfalse; TIMER_Set( self, "noLob", Q_irand( 2000, 6000 ) ); } else {//hopefully this will make us fire the laser TIMER_Set( self, "noLob", Q_irand( 1000, 2000 ) ); } } else if ( mod == MOD_REPEATER && !Q_irand( 0, 5 ) ) { if ( TIMER_Done( self, "noLob" ) ) { self->NPC->scriptFlags |= SCF_ALT_FIRE; self->alt_fire = qtrue; TIMER_Set( self, "noRapid", Q_irand( 2000, 6000 ) ); } else {//hopefully this will make us fire the laser TIMER_Set( self, "noRapid", Q_irand( 1000, 2000 ) ); } } } } /* ------------------------- GM_HoldPosition ------------------------- */ static void GM_HoldPosition( void ) { NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue ); if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) ) {//don't have a script waiting for me to get to my point, okay to stop trying and stand NPCInfo->goalEntity = NULL; } } /* ------------------------- GM_Move ------------------------- */ static qboolean GM_Move( void ) { NPCInfo->combatMove = qtrue;//always move straight toward our goal qboolean moved = NPC_MoveToGoal( qtrue ); navInfo_t info; //Get the move info NAV_GetLastMove( info ); //FIXME: if we bump into another one of our guys and can't get around him, just stop! //If we hit our target, then stop and fire! if ( info.flags & NIF_COLLISION ) { if ( info.blocker == NPC->enemy ) { GM_HoldPosition(); } } //If our move failed, then reset if ( moved == qfalse ) {//FIXME: if we're going to a combat point, need to pick a different one if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) ) {//can't transfer movegoal or stop when a script we're running is waiting to complete GM_HoldPosition(); } } return moved; } /* ------------------------- NPC_BSGM_Patrol ------------------------- */ void NPC_BSGM_Patrol( void ) { if ( NPC_CheckPlayerTeamStealth() ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //If we have somewhere to go, then do that if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- GM_CheckMoveState ------------------------- */ static void GM_CheckMoveState( void ) { if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) ) {//moving toward a goal that a script is waiting on, so don't stop for anything! AImove = qtrue; } //See if we're moving towards a goal, not the enemy if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) ) { //Did we make it? if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 16, qfalse ) || ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) && enemyLOS && enemyDist <= 10000 ) ) {//either hit our navgoal or our navgoal was not a crucial (scripted) one (maybe a combat point) and we're scouting and found our enemy NPC_ReachedGoal(); //don't attack right away TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) ); //FIXME: Slant for difficulty levels return; } } } /* ------------------------- GM_CheckFireState ------------------------- */ static void GM_CheckFireState( void ) { if ( enemyCS ) {//if have a clear shot, always try return; } if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) ) {//if moving at all, don't do this return; } //See if we should continue to fire on their last position if ( !hitAlly && NPCInfo->enemyLastSeenTime > 0 ) { if ( level.time - NPCInfo->enemyLastSeenTime < 10000 ) { if ( !Q_irand( 0, 10 ) ) { //Fire on the last known position vec3_t muzzle, dir, angles; qboolean tooClose = qfalse; qboolean tooFar = qfalse; CalcEntitySpot( NPC, SPOT_HEAD, muzzle ); if ( VectorCompare( impactPos, vec3_origin ) ) {//never checked ShotEntity this frame, so must do a trace... trace_t tr; //vec3_t mins = {-2,-2,-2}, maxs = {2,2,2}; vec3_t forward, end; AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL ); VectorMA( muzzle, 8192, forward, end ); gi.trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); VectorCopy( tr.endpos, impactPos ); } //see if impact would be too close to me float distThreshold = 16384/*128*128*/;//default if ( NPC->s.weapon == WP_REPEATER ) { if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 65536/*256*256*/; } } float dist = DistanceSquared( impactPos, muzzle ); if ( dist < distThreshold ) {//impact would be too close to me tooClose = qtrue; } else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 ) {//we've haven't seen them in the last 5 seconds //see if it's too far from where he is distThreshold = 65536/*256*256*/;//default if ( NPC->s.weapon == WP_REPEATER ) { if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 262144/*512*512*/; } } dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation ); if ( dist > distThreshold ) {//impact would be too far from enemy tooFar = qtrue; } } if ( !tooClose && !tooFar ) {//okay too shoot at last pos VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; shoot = qtrue; faceEnemy = qfalse; return; } } } } } void NPC_GM_StartLaser( void ) { if ( !NPC->lockCount ) {//haven't already started a laser attack //warm up for the beam attack NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_RAISEWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "beamDelay", NPC->client->ps.torsoAnimTimer ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer+3000 ); NPC->lockCount = 1; //turn on warmup effect G_PlayEffect( "galak/beam_warmup", NPC->s.number ); G_SoundOnEnt( NPC, CHAN_AUTO, "sound/weapons/galak/lasercharge.wav" ); } } void GM_StartGloat( void ) { NPC->wait = 0; gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_galakface_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_galakhead_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_eyes_mouth_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_collar_off", TURN_ON ); gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_galaktorso_off", TURN_ON ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND2TO1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } /* ------------------------- NPC_BSGM_Attack ------------------------- */ void NPC_BSGM_Attack( void ) { //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //FIXME: if killed enemy, use victory anim if ( NPC->enemy && NPC->enemy->health <= 0 && !NPC->enemy->s.number ) {//my enemy is dead if ( NPC->client->ps.torsoAnim == BOTH_STAND2TO1 ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer = -1; NPC->client->ps.torsoAnimTimer = -1; } } else if ( NPC->wait ) { if ( TIMER_Done( NPC, "gloatTime" ) ) { GM_StartGloat(); } else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; GM_Move(); } else {//got there GM_StartGloat(); } } NPC_FaceEnemy( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); return; } //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt() == qfalse || !NPC->enemy ) { NPC->enemy = NULL; NPC_BSGM_Patrol(); return; } enemyLOS = enemyCS = qfalse; AImove = qtrue; faceEnemy = qfalse; shoot = qfalse; hitAlly = qfalse; VectorClear( impactPos ); enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 || NPC->client->ps.torsoAnim == BOTH_ATTACK5 ) { shoot = qfalse; if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime ) {//time to smack //recheck enemyDist and InFront if ( enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) ) { vec3_t smackDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); //hurt them G_Sound( NPC->enemy, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 ) {//smackdown int knockAnim = BOTH_KNOCKDOWN1; if ( PM_CrouchAnim( NPC->enemy->client->ps.legsAnim ) ) {//knockdown from crouch knockAnim = BOTH_KNOCKDOWN4; } //throw them smackDir[2] = 1; VectorNormalize( smackDir ); G_Throw( NPC->enemy, smackDir, 50 ); NPC_SetAnim( NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else {//uppercut //throw them G_Throw( NPC->enemy, smackDir, 100 ); //make them backflip NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } //done with the damage NPCInfo->blockedDebounceTime = 1; } } } else if ( NPC->lockCount ) //already shooting laser {//sometimes use the laser beam attack, but only after he's taken down our generator shoot = qfalse; if ( NPC->lockCount == 1 ) {//charging up if ( TIMER_Done( NPC, "beamDelay" ) ) {//time to start the beam int laserAnim; if ( Q_irand( 0, 1 ) ) { laserAnim = BOTH_ATTACK2; } else { laserAnim = BOTH_ATTACK7; } NPC_SetAnim( NPC, SETANIM_BOTH, laserAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) ); //turn on beam effect NPC->lockCount = 2; G_PlayEffect( "galak/trace_beam", NPC->s.number ); NPC->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); if ( !NPCInfo->coverTarg ) {//for moving looping sound at end of trace NPCInfo->coverTarg = G_Spawn(); if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); NPCInfo->coverTarg->svFlags |= SVF_BROADCAST; NPCInfo->coverTarg->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); } } } } else {//in the actual attack now if ( !NPC->client->ps.torsoAnimTimer ) {//attack done! NPC->lockCount = 0; G_FreeEntity( NPCInfo->coverTarg ); NPC->s.loopSound = 0; NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_DROPWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer ); } else {//attack still going //do the trace and damage trace_t trace; vec3_t end, mins={-3,-3,-3}, maxs={3,3,3}; VectorMA( NPC->client->renderInfo.muzzlePoint, 1024, NPC->client->renderInfo.muzzleDir, end ); gi.trace( &trace, NPC->client->renderInfo.muzzlePoint, mins, maxs, end, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); if ( trace.allsolid || trace.startsolid ) {//oops, in a wall if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); } } else {//clear if ( trace.fraction < 1.0f ) {//hit something gentity_t *traceEnt = &g_entities[trace.entityNum]; if ( traceEnt && traceEnt->takedamage ) {//damage it G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); G_Damage( traceEnt, NPC, NPC, NPC->client->renderInfo.muzzleDir, trace.endpos, 10, 0, MOD_ENERGY ); } } if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, trace.endpos ); } if ( !Q_irand( 0, 5 ) ) { G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); } } } } } else {//Okay, we're not in a special attack, see if we should switch weapons or start a special attack /* if ( NPC->s.weapon == WP_REPEATER && !(NPCInfo->scriptFlags & SCF_ALT_FIRE)//using rapid-fire && NPC->enemy->s.weapon == WP_SABER //enemy using saber && NPC->client && (NPC->client->ps.saberEventFlags&SEF_DEFLECTED) && !Q_irand( 0, 50 ) ) {//he's deflecting my shots, switch to the laser or the lob fire for a while TIMER_Set( NPC, "noRapid", Q_irand( 2000, 6000 ) ); NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && (Q_irand( 0, 1 )||enemyDist < MAX_LOB_DIST_SQUARED) ) {//shield down, use laser NPC_GM_StartLaser(); } } else*/ if ( !NPC->client->ps.powerups[PW_GALAK_SHIELD] && enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) && G_StandardHumanoid( NPC->enemy->NPC_type ) )//within 80 and in front {//our shield is down, and enemy within 80, if very close, use melee attack to slap away if ( TIMER_Done( NPC, "attackDelay" ) ) { //animate me int swingAnim; if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH ) {//generator down, use random melee swingAnim = Q_irand( BOTH_ATTACK4, BOTH_ATTACK5 );//smackdown or uppercut } else {//always knock-away swingAnim = BOTH_ATTACK5;//uppercut } //FIXME: swing sound NPC_SetAnim( NPC, SETANIM_BOTH, swingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) ); //delay the hurt until the proper point in the anim TIMER_Set( NPC, "smackTime", 600 ); NPCInfo->blockedDebounceTime = 0; //FIXME: say something? } } else if ( !NPC->lockCount && NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && TIMER_Done( NPC, "attackDelay" ) && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) && ((!Q_irand( 0, 10*(2-g_spskill->integer))&& enemyDist > MIN_LOB_DIST_SQUARED&& enemyDist < MAX_LOB_DIST_SQUARED) ||(!TIMER_Done( NPC, "noLob" )&&!TIMER_Done( NPC, "noRapid" ))) && NPC->enemy->s.weapon != WP_TURRET ) {//sometimes use the laser beam attack, but only after he's taken down our generator shoot = qfalse; NPC_GM_StartLaser(); } else if ( enemyDist < MIN_LOB_DIST_SQUARED && (NPC->enemy->s.weapon != WP_TURRET || Q_stricmp( "PAS", NPC->enemy->classname )) && TIMER_Done( NPC, "noRapid" ) )//256 {//enemy within 256 if ( (NPC->client->ps.weapon == WP_REPEATER) && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//shooting an explosive, but enemy too close, switch to primary fire NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } else if ( (enemyDist > MAX_LOB_DIST_SQUARED || (NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ))) && TIMER_Done( NPC, "noLob" ) )//448 {//enemy more than 448 away and we are ready to try lob fire again if ( (NPC->client->ps.weapon == WP_REPEATER) && !(NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//enemy far enough away to use lobby explosives NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } } //can we see our target? if ( NPC_ClearLOS( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time;//used here for aim debouncing, not always a clear LOS enemyLOS = qtrue; if ( NPC->client->ps.weapon == WP_NONE ) { enemyCS = qfalse;//not true, but should stop us from firing NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon } else {//can we shoot our target? if ( ((NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_LOB_DIST_SQUARED )//256 { enemyCS = qfalse;//not true, but should stop us from firing hitAlly = qtrue;//us! //FIXME: if too close, run away! } else { int hit = NPC_ShotEntity( NPC->enemy, impactPos ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation ); } else {//Hmm, have to get around this bastard NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam ) {//would hit an ally, don't fire!!! hitAlly = qtrue; } else {//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire } } } } } else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) ) { if ( TIMER_Done( NPC, "talkDebounce" ) && !Q_irand( 0, 10 ) ) { if ( NPCInfo->enemyCheckDebounceTime < 8 ) { int speech = -1; switch( NPCInfo->enemyCheckDebounceTime ) { case 0: case 1: case 2: speech = EV_CHASE1 + NPCInfo->enemyCheckDebounceTime; break; case 3: case 4: case 5: speech = EV_COVER1 + NPCInfo->enemyCheckDebounceTime-3; break; case 6: case 7: speech = EV_ESCAPING1 + NPCInfo->enemyCheckDebounceTime-6; break; } NPCInfo->enemyCheckDebounceTime++; if ( speech != -1 ) { G_AddVoiceEvent( NPC, speech, Q_irand( 3000, 5000 ) ); TIMER_Set( NPC, "talkDebounce", Q_irand( 5000, 7000 ) ); } } } NPCInfo->enemyLastSeenTime = level.time; int hit = NPC_ShotEntity( NPC->enemy, impactPos ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS = qtrue; } else { faceEnemy = qtrue; NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } } if ( enemyLOS ) { faceEnemy = qtrue; } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy AImove = qtrue; } } if ( enemyCS ) { shoot = qtrue; //NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy AImove = qtrue; } } //Check for movement to take care of GM_CheckMoveState(); //See if we should override shooting decision with any special considerations GM_CheckFireState(); if ( NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot && TIMER_Done( NPC, "attackDelay" ) ) { vec3_t muzzle; vec3_t angles; vec3_t target; vec3_t velocity = {0,0,0}; vec3_t mins = {-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE}, maxs = {REPEATER_ALT_SIZE,REPEATER_ALT_SIZE,REPEATER_ALT_SIZE}; CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorCopy( NPC->enemy->currentOrigin, target ); target[0] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCInfo->currentAim)*2); target[1] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCInfo->currentAim)*2); target[2] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCInfo->currentAim)*2); //Find the desired angles qboolean clearshot = WP_LobFire( NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, velocity, qtrue, NPC->s.number, NPC->enemy->s.number, 300, 1100, 1500, qtrue ); if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS&&enemyCS) ) {//no clear lob shot and no lob shot that will hit something breakable if ( enemyLOS && enemyCS && TIMER_Done( NPC, "noRapid" ) ) {//have a clear straight shot, so switch to primary NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; NPC_ChangeWeapon( WP_REPEATER ); //keep this weap for a bit TIMER_Set( NPC, "noLob", Q_irand( 500, 1000 ) ); } else { shoot = qfalse; } } else { vectoangles( velocity, angles ); NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); VectorCopy( velocity, NPC->client->hiddenDir ); NPC->client->hiddenDist = VectorNormalize ( NPC->client->hiddenDir ); } } else if ( faceEnemy ) {//face the enemy NPC_FaceEnemy( qtrue ); } if ( !TIMER_Done( NPC, "standTime" ) ) { AImove = qfalse; } if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) ) {//not supposed to chase my enemies if ( NPCInfo->goalEntity == NPC->enemy ) {//goal is my entity, so don't move AImove = qfalse; } } if ( AImove && !NPC->lockCount ) {//move toward goal if ( NPCInfo->goalEntity && NPC->client->ps.legsAnim != BOTH_ALERT1 && NPC->client->ps.legsAnim != BOTH_ATTACK2 && NPC->client->ps.legsAnim != BOTH_ATTACK4 && NPC->client->ps.legsAnim != BOTH_ATTACK5 && NPC->client->ps.legsAnim != BOTH_ATTACK7 ) { AImove = GM_Move(); } else { AImove = qfalse; } } if ( !TIMER_Done( NPC, "flee" ) ) {//running away faceEnemy = qfalse; } //FIXME: check scf_face_move_dir here? if ( !faceEnemy ) {//we want to face in the dir we're running if ( !AImove ) {//if we haven't moved, we should look in the direction we last looked? VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles ); } if ( AImove ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot = qfalse; } } NPC_UpdateAngles( qtrue, qtrue ); if ( NPCInfo->scriptFlags & SCF_DONT_FIRE ) { shoot = qfalse; } if ( NPC->enemy && NPC->enemy->enemy ) { if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER ) {//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH) shoot = qfalse; } } //FIXME: don't shoot right away! if ( shoot ) {//try to shoot if it's time if ( TIMER_Done( NPC, "attackDelay" ) ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } } } //also: if ( NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) ) {//crush turrets if ( G_BoundsOverlap( NPC->absmin, NPC->absmax, NPC->enemy->absmin, NPC->enemy->absmax ) ) {//have to do this test because placed turrets are not solid to NPCs (so they don't obstruct navigation) if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) { NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); } else { G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); } } } else if ( NPCInfo->touchedByPlayer != NULL && NPCInfo->touchedByPlayer == NPC->enemy ) {//touched enemy if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) {//zap him! //animate me NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer ); TIMER_Set( NPC, "standTime", NPC->client->ps.legsAnimTimer ); //FIXME: debounce this? NPCInfo->touchedByPlayer = NULL; //FIXME: some shield effect? NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; vec3_t smackDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); //throw them G_Throw( NPC->enemy, smackDir, 100 ); NPC->enemy->s.powerups |= ( 1 << PW_SHOCKED ); if ( NPC->enemy->client ) { NPC->enemy->client->ps.powerups[PW_SHOCKED] = level.time + 1000; } //stop any attacks ucmd.buttons = 0; } } if ( NPCInfo->movementSpeech < 3 && NPCInfo->blockedSpeechDebounceTime <= level.time ) { if ( NPC->enemy && NPC->enemy->health > 0 && NPC->enemy->painDebounceTime > level.time ) { if ( NPC->enemy->health < 50 && NPCInfo->movementSpeech == 2 ) { G_AddVoiceEvent( NPC, EV_ANGER2, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 3; } else if ( NPC->enemy->health < 75 && NPCInfo->movementSpeech == 1 ) { G_AddVoiceEvent( NPC, EV_ANGER1, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 2; } else if ( NPC->enemy->health < 100 && NPCInfo->movementSpeech == 0 ) { G_AddVoiceEvent( NPC, EV_ANGER3, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 1; } } } } void NPC_BSGM_Default( void ) { if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON ) { WeaponThink( qtrue ); } if ( NPC->client->ps.stats[STAT_ARMOR] <= 0 ) {//armor gone if ( !NPCInfo->investigateDebounceTime ) {//start regenerating the armor gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_OFF ); NPC->flags &= ~FL_SHIELDED;//no more reflections VectorSet( NPC->mins, -20, -20, -24 ); VectorSet( NPC->maxs, 20, 20, 64 ); NPC->client->crouchheight = NPC->client->standheight = 64; if ( NPC->locationDamage[HL_GENERIC1] < GENERATOR_HEALTH ) {//still have the generator bolt-on if ( NPCInfo->investigateCount < 12 ) { NPCInfo->investigateCount++; } NPCInfo->investigateDebounceTime = level.time + (NPCInfo->investigateCount * 5000); } } else if ( NPCInfo->investigateDebounceTime < level.time ) {//armor regenerated, turn shield back on //do a trace and make sure we can turn this back on? trace_t tr; gi.trace( &tr, NPC->currentOrigin, shieldMins, shieldMaxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask, G2_NOCOLLIDE, 0 ); if ( !tr.startsolid ) { VectorCopy( shieldMins, NPC->mins ); VectorCopy( shieldMaxs, NPC->maxs ); NPC->client->crouchheight = NPC->client->standheight = shieldMaxs[2]; NPC->client->ps.stats[STAT_ARMOR] = GALAK_SHIELD_HEALTH; NPCInfo->investigateDebounceTime = 0; NPC->flags |= FL_SHIELDED;//reflect normal shots NPC->fx_time = level.time; gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_ON ); } } } if ( NPC->client->ps.stats[STAT_ARMOR] > 0 ) {//armor present NPC->client->ps.powerups[PW_GALAK_SHIELD] = Q3_INFINITE;//temp, for effect gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_ON ); } else { gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_OFF ); } if( !NPC->enemy ) {//don't have an enemy, look for one NPC_BSGM_Patrol(); } else //if ( NPC->enemy ) {//have an enemy NPC_BSGM_Attack(); } }