jkxr/Projects/Android/jni/OpenJK/code/game/NPC_spawn.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

4399 lines
119 KiB
C++

/*
===========================================================================
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/>.
===========================================================================
*/
//b_spawn.cpp
//added by MCG
#include "../cgame/cg_local.h"
#include "Q3_Interface.h"
#include "b_local.h"
#include "anims.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "g_vehicles.h"
extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
extern void ClientUserinfoChanged( int clientNum );
extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
extern void Jedi_Cloak( gentity_t *self );
extern void Saboteur_Cloak( gentity_t *self );
extern void G_MatchPlayerWeapon( gentity_t *ent );
extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
extern int WP_SaberInitBladeData( gentity_t *ent );
extern void ST_ClearTimers( gentity_t *ent );
extern void Jedi_ClearTimers( gentity_t *ent );
extern void Howler_ClearTimers( gentity_t *self );
#define NSF_DROP_TO_FLOOR 16
/*
-------------------------
NPC_PainFunc
-------------------------
*/
painFunc_t NPC_PainFunc( gentity_t *ent )
{
painFunc_t func;
if ( ent->client->ps.weapon == WP_SABER )
{
func = painF_NPC_Jedi_Pain;
}
else
{
// team no longer indicates race/species, use NPC_class to determine different npc types
/*
switch ( ent->client->playerTeam )
{
default:
func = painF_NPC_Pain;
break;
}
*/
switch( ent->client->NPC_class )
{
// troopers get special pain
case CLASS_SABOTEUR:
case CLASS_STORMTROOPER:
case CLASS_SWAMPTROOPER:
case CLASS_NOGHRI:
func = painF_NPC_ST_Pain;
break;
case CLASS_SEEKER:
func = painF_NPC_Seeker_Pain;
break;
case CLASS_REMOTE:
func = painF_NPC_Remote_Pain;
break;
case CLASS_MINEMONSTER:
func = painF_NPC_MineMonster_Pain;
break;
case CLASS_HOWLER:
func = painF_NPC_Howler_Pain;
break;
case CLASS_RANCOR:
func = painF_NPC_Rancor_Pain;
break;
case CLASS_WAMPA:
func = painF_NPC_Wampa_Pain;
break;
case CLASS_SAND_CREATURE:
func = painF_NPC_SandCreature_Pain;
break;
// all other droids, did I miss any?
case CLASS_GONK:
case CLASS_R2D2:
case CLASS_R5D2:
case CLASS_MOUSE:
case CLASS_PROTOCOL:
case CLASS_INTERROGATOR:
func = painF_NPC_Droid_Pain;
break;
case CLASS_PROBE:
func = painF_NPC_Probe_Pain;
break;
case CLASS_SENTRY:
func = painF_NPC_Sentry_Pain;
break;
case CLASS_MARK1:
func = painF_NPC_Mark1_Pain;
break;
case CLASS_MARK2:
func = painF_NPC_Mark2_Pain;
break;
case CLASS_ATST:
func = painF_NPC_ATST_Pain;
break;
case CLASS_GALAKMECH:
func = painF_NPC_GM_Pain;
break;
// everyone else gets the normal pain func
default:
func = painF_NPC_Pain;
break;
}
}
return func;
}
/*
-------------------------
NPC_TouchFunc
-------------------------
*/
touchFunc_t NPC_TouchFunc( gentity_t *ent )
{
return touchF_NPC_Touch;
}
/*
-------------------------
NPC_SetMiscDefaultData
-------------------------
*/
void G_ClassSetDontFlee( gentity_t *self )
{
if ( !self || !self->client || !self->NPC )
{
return;
}
switch ( self->client->NPC_class )
{
case CLASS_ATST:
case CLASS_CLAW:
case CLASS_DESANN:
case CLASS_FISH:
case CLASS_FLIER2:
case CLASS_GALAK:
case CLASS_GLIDER:
case CLASS_RANCOR:
case CLASS_SAND_CREATURE:
case CLASS_INTERROGATOR: // droid
case CLASS_JAN:
case CLASS_JEDI:
case CLASS_KYLE:
case CLASS_LANDO:
case CLASS_LIZARD:
case CLASS_LUKE:
case CLASS_MARK1: // droid
case CLASS_MARK2: // droid
case CLASS_GALAKMECH: // droid
case CLASS_MONMOTHA:
case CLASS_MORGANKATARN:
case CLASS_MURJJ:
case CLASS_PROBE: // droid
case CLASS_REBORN:
case CLASS_REELO:
case CLASS_REMOTE:
case CLASS_SEEKER: // droid
case CLASS_SENTRY:
case CLASS_SHADOWTROOPER:
case CLASS_SWAMP:
case CLASS_TAVION:
case CLASS_ALORA:
case CLASS_BOBAFETT:
case CLASS_SABER_DROID:
case CLASS_ASSASSIN_DROID:
case CLASS_PLAYER:
case CLASS_VEHICLE:
self->NPC->scriptFlags |= SCF_DONT_FLEE;
break;
default:
break;
}
if ( (self->NPC->aiFlags&NPCAI_BOSS_CHARACTER) )
{
self->NPC->scriptFlags |= SCF_DONT_FLEE;
}
if ( (self->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
{
self->NPC->scriptFlags |= SCF_DONT_FLEE;
}
if ( (self->NPC->aiFlags&NPCAI_ROSH) )
{
self->NPC->scriptFlags |= SCF_DONT_FLEE;
}
if ( (self->NPC->aiFlags&NPCAI_HEAL_ROSH) )
{
self->NPC->scriptFlags |= SCF_DONT_FLEE;
}
}
extern void Vehicle_Register(gentity_t *ent);
extern void RT_FlyStart( gentity_t *self );
extern void SandCreature_ClearTimers( gentity_t *ent );
void NPC_SetMiscDefaultData( gentity_t *ent )
{
if ( ent->spawnflags & SFB_CINEMATIC )
{//if a cinematic guy, default us to wait bState
ent->NPC->behaviorState = BS_CINEMATIC;
}
if ( ent->client->NPC_class == CLASS_RANCOR )
{
if ( Q_stricmp( "mutant_rancor", ent->NPC_type ) == 0 )
{
ent->spawnflags |= 1;//just so I know it's a mutant rancor as opposed to a normal one
ent->NPC->aiFlags |= NPCAI_NAV_THROUGH_BREAKABLES;
ent->mass = 2000;
}
else
{
ent->NPC->aiFlags |= NPCAI_NAV_THROUGH_BREAKABLES;
ent->mass = 1000;
}
ent->flags |= FL_NO_KNOCKBACK;
}
else if ( ent->client->NPC_class == CLASS_SAND_CREATURE )
{//???
ent->clipmask = CONTENTS_SOLID|CONTENTS_MONSTERCLIP;//it can go through others
ent->contents = 0;//can't be hit?
ent->takedamage = qfalse;//can't be killed
ent->flags |= FL_NO_KNOCKBACK;
SandCreature_ClearTimers( ent );
}
else if ( ent->client->NPC_class == CLASS_BOBAFETT )
{//set some stuff, precache
ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePower = 100;
ent->NPC->scriptFlags |= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
NPC->flags |= FL_UNDYING; // Can't Kill Boba
}
else if ( ent->client->NPC_class == CLASS_ROCKETTROOPER )
{//set some stuff, precache
ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePower = 100;
ent->NPC->scriptFlags |= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);//no groups, no combat points!
if ( Q_stricmp( "rockettrooper2Officer", ent->NPC_type ) == 0 )
{//start in the air, use spotlight
//ent->NPC->scriptFlags |= SCF_NO_GROUPS;
ent->NPC->scriptFlags &= ~SCF_FLY_WITH_JET;
RT_FlyStart( ent );
NPC_SetMoveGoal( ent, ent->currentOrigin, 16, qfalse, -1, NULL );
VectorCopy( ent->currentOrigin, ent->pos1 );
}
if ( (ent->spawnflags&2) )
{//spotlight
ent->client->ps.eFlags |= EF_SPOTLIGHT;
}
}
else if (ent->client->NPC_class == CLASS_SABER_DROID)
{
ent->flags |= FL_NO_KNOCKBACK;
}
else if ( ent->client->NPC_class == CLASS_SABOTEUR )
{//can cloak
ent->NPC->aiFlags |= NPCAI_SHIELDS;//give them the ability to cloak
if ( (ent->spawnflags&16) )
{//start cloaked
Saboteur_Cloak( ent );
}
}
else if ( ent->client->NPC_class == CLASS_ASSASSIN_DROID )
{
ent->client->ps.stats[STAT_ARMOR] = 250; // start with full armor
if (ent->s.weapon==WP_BLASTER)
{
ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
ent->flags |= (FL_NO_KNOCKBACK);
}
if (ent->spawnflags&4096)
{
ent->NPC->scriptFlags |= SCF_NO_GROUPS;//don't use combat points or group AI
}
if ( Q_stricmp( "DKothos", ent->NPC_type ) == 0
|| Q_stricmp( "VKothos", ent->NPC_type ) == 0 )
{
ent->NPC->scriptFlags |= SCF_DONT_FIRE;
ent->NPC->aiFlags |= NPCAI_HEAL_ROSH;
ent->count = 100;
}
else if ( Q_stricmp( "rosh_dark", ent->NPC_type ) == 0 )
{
ent->NPC->aiFlags |= NPCAI_ROSH;
}
if ( Q_stricmpn( ent->NPC_type, "hazardtrooper", 13 ) == 0 )
{//hazard trooper
ent->NPC->scriptFlags |= SCF_NO_GROUPS;//don't use combat points or group AI
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);//low-level shots bounce off, no knockback
}
if ( !Q_stricmp( "Yoda", ent->NPC_type ) )
{//FIXME: extern this into NPC.cfg?
ent->NPC->scriptFlags |= SCF_NO_FORCE;//force powers don't work on him
ent->NPC->aiFlags |= NPCAI_BOSS_CHARACTER;
}
if ( !Q_stricmp( "emperor", ent->NPC_type )
|| !Q_stricmp( "cultist_grip", ent->NPC_type )
|| !Q_stricmp( "cultist_drain", ent->NPC_type )
|| !Q_stricmp( "cultist_lightning", ent->NPC_type ))
{//FIXME: extern this into NPC.cfg?
ent->NPC->scriptFlags |= SCF_DONT_FIRE;//so he uses only force powers
}
if (!Q_stricmp( "Rax", ent->NPC_type ) )
{
ent->NPC->scriptFlags |= SCF_DONT_FLEE;
}
if ( !Q_stricmp( "cultist_destroyer", ent->NPC_type ) )
{
ent->splashDamage = 1000;
ent->splashRadius = 384;
//FIXME: precache these!
ent->fxID = G_EffectIndex( "force/destruction_exp" );
ent->NPC->scriptFlags |= (SCF_DONT_FLEE|SCF_IGNORE_ALERTS);
ent->NPC->ignorePain = qtrue;
}
if ( Q_stricmp( "chewie", ent->NPC_type ) )
{
//in case chewie ever loses his gun...
ent->NPC->aiFlags |= NPCAI_HEAVY_MELEE;
}
//==================
if ( ent->client->ps.saber[0].type != SABER_NONE
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )
{//if I'm equipped with a saber, initialize it (them)
ent->client->ps.SaberDeactivate();
ent->client->ps.SetSaberLength( 0 );
WP_SaberInitBladeData( ent );
if ( ent->client->ps.weapon == WP_SABER )
{//this is our current weapon, add the models now
WP_SaberAddG2SaberModels( ent );
}
Jedi_ClearTimers( ent );
}
if ( ent->client->ps.forcePowersKnown != 0 )
{
WP_InitForcePowers( ent );
if (ent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0)
{
ent->NPC->scriptFlags |= SCF_NAV_CAN_JUMP; // anyone who has any force jump can jump
}
}
if ( ent->client->NPC_class == CLASS_HOWLER )
{
Howler_ClearTimers( ent );
ent->NPC->scriptFlags |= SCF_NO_FALLTODEATH;
ent->flags |= FL_NO_IMPACT_DMG;
ent->NPC->scriptFlags |= SCF_NAV_CAN_JUMP; // These jokers can jump
}
if ( ent->client->NPC_class == CLASS_DESANN
|| ent->client->NPC_class == CLASS_TAVION
|| ent->client->NPC_class == CLASS_LUKE
|| ent->client->NPC_class == CLASS_KYLE
|| Q_stricmp("tavion_scepter", ent->NPC_type ) == 0
|| Q_stricmp("alora_dual", ent->NPC_type ) == 0 )
{
ent->NPC->aiFlags |= NPCAI_BOSS_CHARACTER;
}
else if ( Q_stricmp( "alora", ent->NPC_type ) == 0
|| Q_stricmp( "rosh_dark", ent->NPC_type ) == 0 )
{
ent->NPC->aiFlags |= NPCAI_SUBBOSS_CHARACTER;
}
if ( ent->client->NPC_class == CLASS_TUSKEN )
{
if ( g_spskill->integer > 1 )
{//on hard, tusken raiders are faster than you
ent->NPC->stats.runSpeed = 280;
ent->NPC->stats.walkSpeed = 65;
}
}
//***I'm not sure whether I should leave this as a TEAM_ switch, I think NPC_class may be more appropriate - dmv
switch(ent->client->playerTeam)
{
case TEAM_PLAYER:
//ent->flags |= FL_NO_KNOCKBACK;
if ( ent->client->NPC_class == CLASS_SEEKER )
{
ent->NPC->defaultBehavior = BS_DEFAULT;
ent->client->ps.gravity = 0;
ent->svFlags |= SVF_CUSTOM_GRAVITY;
ent->client->moveType = MT_FLYSWIM;
ent->count = 30; // SEEKER shot ammo count
return;
}
else if ( ent->client->NPC_class == CLASS_JEDI
|| ent->client->NPC_class == CLASS_KYLE
|| ent->client->NPC_class == CLASS_LUKE )
{//good jedi
ent->client->enemyTeam = TEAM_ENEMY;
if ( ent->spawnflags & JSF_AMBUSH )
{//ambusher
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
ent->client->noclip = true;//hang
}
}
else
{
if (ent->client->ps.weapon != WP_NONE
&& ent->client->ps.weapon != WP_SABER //sabers done above
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
{
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
}
switch ( ent->client->ps.weapon )
{
case WP_BRYAR_PISTOL://FIXME: new weapon: imp blaster pistol
case WP_BLASTER_PISTOL:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
case WP_ROCKET_LAUNCHER:
case WP_CONCUSSION:
default:
break;
case WP_THERMAL:
case WP_BLASTER:
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
//ent->health = 25;
//FIXME: not necc. a ST
ST_ClearTimers( ent );
if ( ent->NPC->rank >= RANK_LT || ent->client->ps.weapon == WP_THERMAL )
{//officers, grenade-throwers use alt-fire
//ent->health = 50;
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
}
}
if ( ent->client->NPC_class == CLASS_PLAYER
|| ent->client->NPC_class == CLASS_VEHICLE
|| (ent->spawnflags & SFB_CINEMATIC) )
{
ent->NPC->defaultBehavior = BS_CINEMATIC;
}
else
{
ent->NPC->defaultBehavior = BS_FOLLOW_LEADER;
ent->client->leader = &g_entities[0];//player
}
break;
case TEAM_NEUTRAL:
if ( Q_stricmp( ent->NPC_type, "gonk" ) == 0 )
{
// I guess we generically make them player usable
ent->svFlags |= SVF_PLAYER_USABLE;
// Not even sure if we want to give different levels of batteries? ...Or even that these are the values we'd want to use.
switch ( g_spskill->integer )
{
case 0: // EASY
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.8f;
break;
case 1: // MEDIUM
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.75f;
break;
default :
case 2: // HARD
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.5f;
break;
}
}
break;
case TEAM_ENEMY:
{
ent->NPC->defaultBehavior = BS_DEFAULT;
if ( ent->client->NPC_class == CLASS_SHADOWTROOPER
&& Q_stricmpn("shadowtrooper", ent->NPC_type, 13 ) == 0 )
{//FIXME: a spawnflag?
Jedi_Cloak( ent );
}
if( ent->client->NPC_class == CLASS_TAVION ||
ent->client->NPC_class == CLASS_ALORA ||
(ent->client->NPC_class == CLASS_REBORN && ent->client->ps.weapon == WP_SABER) ||
ent->client->NPC_class == CLASS_DESANN ||
ent->client->NPC_class == CLASS_SHADOWTROOPER )
{
ent->client->enemyTeam = TEAM_PLAYER;
if ( ent->spawnflags & JSF_AMBUSH )
{//ambusher
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
ent->client->noclip = true;//hang
}
}
else if( ent->client->NPC_class == CLASS_PROBE || ent->client->NPC_class == CLASS_REMOTE ||
ent->client->NPC_class == CLASS_INTERROGATOR || ent->client->NPC_class == CLASS_SENTRY)
{
ent->NPC->defaultBehavior = BS_DEFAULT;
ent->client->ps.gravity = 0;
ent->svFlags |= SVF_CUSTOM_GRAVITY;
ent->client->moveType = MT_FLYSWIM;
}
else
{
if ( ent->client->ps.weapon != WP_NONE
&& ent->client->ps.weapon != WP_SABER//sabers done above
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
{
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
}
switch ( ent->client->ps.weapon )
{
case WP_BRYAR_PISTOL:
break;
case WP_BLASTER_PISTOL:
NPCInfo->scriptFlags |= SCF_PILOT;
if ( ent->client->NPC_class == CLASS_REBORN
&& ent->NPC->rank >= RANK_LT_COMM
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
{//dual blaster pistols, so add the left-hand one, too
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handLBolt, 1 );
}
break;
case WP_DISRUPTOR:
//Sniper
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;//FIXME: use primary fire sometimes? Up close? Different class of NPC?
break;
case WP_BOWCASTER:
NPCInfo->scriptFlags |= SCF_PILOT;
break;
case WP_REPEATER:
NPCInfo->scriptFlags |= SCF_PILOT;
//machine-gunner
break;
case WP_DEMP2:
break;
case WP_FLECHETTE:
NPCInfo->scriptFlags |= SCF_PILOT;
//shotgunner
if ( !Q_stricmp( "stofficeralt", ent->NPC_type ) )
{
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
case WP_ROCKET_LAUNCHER:
break;
case WP_CONCUSSION:
break;
case WP_THERMAL:
//Gran, use main, bouncy fire
// ent->NPC->scriptFlags |= SCF_ALT_FIRE;
break;
case WP_MELEE:
break;
case WP_NOGHRI_STICK:
break;
default:
case WP_BLASTER:
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
//FIXME: not necc. a ST
NPCInfo->scriptFlags |= SCF_PILOT;
ST_ClearTimers( ent );
if ( ent->NPC->rank >= RANK_COMMANDER )
{//commanders use alt-fire
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
if ( !Q_stricmp( "rodian2", ent->NPC_type ) )
{
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
}
}
}
break;
default:
ent->NPC->defaultBehavior = BS_DEFAULT;
if ( ent->client->ps.weapon != WP_NONE
&& ent->client->ps.weapon != WP_MELEE
&& ent->client->ps.weapon != WP_SABER//sabers done above
&& (!(ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON)||!ent->weaponModel[0]) )//they do this themselves
{
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
}
break;
}
if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_MARK1 ) // chris/steve/kevin requested that the mark1 be shielded also
{
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
}
// Set CAN FLY Flag for Navigation On The Following Classes
//----------------------------------------------------------
if (ent->client->NPC_class==CLASS_PROBE ||
ent->client->NPC_class==CLASS_REMOTE ||
ent->client->NPC_class==CLASS_SEEKER ||
ent->client->NPC_class==CLASS_SENTRY ||
ent->client->NPC_class==CLASS_GLIDER ||
ent->client->NPC_class==CLASS_IMPWORKER ||
ent->client->NPC_class==CLASS_BOBAFETT ||
ent->client->NPC_class==CLASS_ROCKETTROOPER
)
{
ent->NPC->scriptFlags |= SCF_NAV_CAN_FLY;
}
if (ent->client->NPC_class==CLASS_VEHICLE)
{
Vehicle_Register(ent);
}
if ( ent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SCEPTER) )
{
if ( !ent->weaponModel[1] )
{//we have the scepter, so put it in our left hand if we don't already have a second weapon
G_CreateG2AttachedWeaponModel( ent, weaponData[WP_SCEPTER].weaponMdl, ent->handLBolt, 1 );
}
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[1]], "*flash");
}
if ( ent->client->ps.saber[0].type == SABER_SITH_SWORD )
{
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[0]], "*flash");
G_PlayEffect( G_EffectIndex( "scepter/sword.efx" ), ent->weaponModel[0], ent->genericBolt1, ent->s.number, ent->currentOrigin, qtrue, qtrue );
//how many times can she recharge?
ent->count = g_spskill->integer*2;
//To make sure she can do it at least once
ent->flags |= FL_UNDYING;
}
if ( ent->client->ps.weapon == WP_NOGHRI_STICK
&& ent->weaponModel[0] )
{
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[0]], "*flash");
}
G_ClassSetDontFlee( ent );
}
/*
-------------------------
NPC_WeaponsForTeam
-------------------------
*/
int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type )
{
//*** not sure how to handle this, should I pass in class instead of team and go from there? - dmv
switch(team)
{
// no longer exists
// case TEAM_IMPERIAL:
case TEAM_ENEMY:
if ( Q_stricmp( "tavion", NPC_type ) == 0 ||
Q_stricmpn( "reborn", NPC_type, 6 ) == 0 ||
Q_stricmp( "desann", NPC_type ) == 0 ||
Q_stricmpn( "shadowtrooper", NPC_type, 13 ) == 0 )
return ( 1 << WP_SABER);
// return ( 1 << WP_IMPERIAL_BLADE);
//NOTENOTE: Falls through if not a knife user
//FIXME: default weapon in npc config?
if ( Q_stricmpn( "stofficer", NPC_type, 9 ) == 0 )
{
return ( 1 << WP_FLECHETTE);
}
if ( Q_stricmp( "stcommander", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 )
{
return ( 1 << WP_FLECHETTE);
}
if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 )
{
return ( 1 << WP_ROCKET_LAUNCHER);
}
if ( Q_stricmpn( "shadowtrooper", NPC_type, 13 ) == 0 )
{
return ( 1 << WP_SABER);//|( 1 << WP_RAPID_CONCUSSION)?
}
if ( Q_stricmp( "imperial", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER_PISTOL);
}
if ( Q_stricmpn( "impworker", NPC_type, 9 ) == 0 )
{
return ( 1 << WP_BLASTER_PISTOL);
}
if ( Q_stricmp( "stormpilot", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER_PISTOL);
}
if ( Q_stricmp( "galak", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "galak_mech", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_stricmpn( "ugnaught", NPC_type, 8 ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "granshooter", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "granboxer", NPC_type ) == 0 )
{
return ( 1 << WP_MELEE);
}
if ( Q_stricmpn( "gran", NPC_type, 4 ) == 0 )
{
return (( 1 << WP_THERMAL)|( 1 << WP_MELEE));
}
if ( Q_stricmp( "rodian", NPC_type ) == 0 )
{
return ( 1 << WP_DISRUPTOR);
}
if ( Q_stricmp( "rodian2", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_stricmpn( "protocol",NPC_type,8) == 0) )
{
return WP_NONE;
}
if ( Q_stricmpn( "weequay", NPC_type, 7 ) == 0 )
{
return ( 1 << WP_BOWCASTER);//|( 1 << WP_STAFF )(FIXME: new weap?)
}
if ( Q_stricmp( "impofficer", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "impcommander", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 ))
{
return ( 1 << WP_BOT_LASER);
}
if ( Q_stricmpn( "remote", NPC_type, 6 ) == 0 )
{
return ( 1 << WP_BOT_LASER );
}
if ( Q_stricmp( "trandoshan", NPC_type ) == 0 )
{
return (1<<WP_REPEATER);
}
if ( Q_stricmp( "atst", NPC_type ) == 0 )
{
return (( 1 << WP_ATST_MAIN)|( 1 << WP_ATST_SIDE));
}
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
{
return ( 1 << WP_BOT_LASER);
}
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
{
return ( 1 << WP_BOT_LASER);
}
if ( Q_stricmp( "minemonster", NPC_type ) == 0 )
{
return (( 1 << WP_MELEE));
}
if ( Q_stricmp( "howler", NPC_type ) == 0 )
{
return (( 1 << WP_MELEE));
}
//Stormtroopers, etc.
return ( 1 << WP_BLASTER);
break;
case TEAM_PLAYER:
if(spawnflags & SFB_RIFLEMAN)
return ( 1 << WP_REPEATER);
if(spawnflags & SFB_PHASER)
return ( 1 << WP_BLASTER_PISTOL);
if ( Q_stricmpn( "jedi", NPC_type, 4 ) == 0 || Q_stricmp( "luke", NPC_type ) == 0 )
return ( 1 << WP_SABER);
if ( Q_stricmpn( "prisoner", NPC_type, 8 ) == 0
|| Q_stricmpn( "elder", NPC_type, 5 ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmpn( "bespincop", NPC_type, 9 ) == 0 )
{
return ( 1 << WP_BLASTER_PISTOL);
}
if ( Q_stricmp( "MonMothma", NPC_type ) == 0 )
{
return WP_NONE;
}
//rebel
return ( 1 << WP_BLASTER);
break;
case TEAM_NEUTRAL:
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmpn( "ugnaught", NPC_type, 8 ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "bartender", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "morgankatarn", NPC_type ) == 0 )
{
return WP_NONE;
}
break;
// these no longer exist
// case TEAM_FORGE:
// return ( 1 << WP_MELEE);
// break;
// case TEAM_STASIS:
// return ( 1 << WP_MELEE);
// break;
// case TEAM_PARASITE:
// break;
// case TEAM_8472:
// break;
default:
break;
}
return WP_NONE;
}
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
/*
-------------------------
NPC_SetWeapons
-------------------------
*/
void NPC_SetWeapons( gentity_t *ent )
{
int bestWeap = WP_NONE;
int weapons = NPC_WeaponsForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
ent->client->ps.stats[STAT_WEAPONS] = 0;
for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
{
if ( (weapons & ( 1 << curWeap )) )
{
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << curWeap );
RegisterItem( FindItemForWeapon( (weapon_t)(curWeap) ) ); //precache the weapon
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[curWeap].ammoIndex] = 100;//FIXME: max ammo
if ( bestWeap == WP_SABER )
{
// still want to register other weapons -- force saber to be best weap
continue;
}
if ( curWeap == WP_MELEE )
{
if ( bestWeap == WP_NONE )
{// We'll only consider giving Melee since we haven't found anything better yet.
bestWeap = curWeap;
}
}
else if ( curWeap > bestWeap || bestWeap == WP_MELEE )
{
// This will never override saber as best weap. Also will override WP_MELEE if something better comes later in the list
bestWeap = curWeap;
}
}
}
ent->client->ps.weapon = bestWeap;
}
/*
-------------------------
NPC_SpawnEffect
NOTE: Make sure any effects called here have their models, tga's and sounds precached in
CG_RegisterNPCEffects in cg_player.cpp
-------------------------
*/
static void NPC_SpawnEffect (gentity_t *ent)
{
}
//--------------------------------------------------------------
// NPC_SetFX_SpawnStates
//
// Set up any special parms for spawn effects
//--------------------------------------------------------------
void NPC_SetFX_SpawnStates( gentity_t *ent )
{
ent->client->ps.gravity = g_gravity->value;
}
//--------------------------------------------------------------
extern qboolean stop_icarus;
void NPC_Begin (gentity_t *ent)
{
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
usercmd_t ucmd;
gentity_t *spawnPoint = NULL;
memset( &ucmd, 0, sizeof( ucmd ) );
if ( !(ent->spawnflags & SFB_NOTSOLID) )
{//No NPCs should telefrag
if ( Q_stricmp( ent->NPC_type, "nullDriver") == 0 )
{//FIXME: should be a better way to check this
}
else if( SpotWouldTelefrag( ent, TEAM_FREE ) )//(team_t)(ent->client->playerTeam)
{
if ( ent->wait < 0 )
{//remove yourself
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "NPC %s could not spawn, firing target3 (%s) and removing self\n", ent->targetname, ent->target3 );
//Fire off our target3
G_UseTargets2( ent, ent, ent->target3 );
//Kill us
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "NPC %s at (%5.0f %5.0f %5.0f) couldn't spawn, waiting %4.2f secs to try again\n",
ent->targetname, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2], ent->wait/1000.0f );
ent->e_ThinkFunc = thinkF_NPC_Begin;
ent->nextthink = level.time + ent->wait;//try again in half a second
}
return;
}
}
//Spawn effect
NPC_SpawnEffect( ent );
VectorCopy( ent->client->ps.origin, spawn_origin);
VectorCopy( ent->s.angles, spawn_angles);
spawn_angles[YAW] = ent->NPC->desiredYaw;
client = ent->client;
// increment the spawncount so the client will detect the respawn
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->airOutTime = level.time + 12000;
client->ps.clientNum = ent->s.number;
// clear entity values
if ( ent->health ) // Was health supplied in map
{
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->health;
}
else if ( ent->NPC->stats.health ) // Was health supplied in NPC.cfg?
{
if ( ent->client->NPC_class != CLASS_REBORN
&& ent->client->NPC_class != CLASS_SHADOWTROOPER
//&& ent->client->NPC_class != CLASS_TAVION
//&& ent->client->NPC_class != CLASS_DESANN
&& ent->client->NPC_class != CLASS_JEDI )
{// up everyone except jedi
if ( !Q_stricmp("tavion_sith_sword", ent->NPC_type )
|| !Q_stricmp("tavion_scepter", ent->NPC_type )
|| !Q_stricmp("kyle_boss", ent->NPC_type )
|| !Q_stricmp("alora_dual", ent->NPC_type )
|| !Q_stricmp("alora_boss", ent->NPC_type ) )
{//bosses are a bit different
ent->NPC->stats.health = ceil((float)ent->NPC->stats.health*0.75f + ((float)ent->NPC->stats.health/4.0f*g_spskill->value)); // 75% on easy, 100% on medium, 125% on hard
}
else
{
ent->NPC->stats.health += ent->NPC->stats.health/4 * g_spskill->integer; // 100% on easy, 125% on medium, 150% on hard
}
}
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->NPC->stats.health;
}
else
{
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = 100;
}
if ( !Q_stricmp( "rodian", ent->NPC_type ) )
{//sniper
//NOTE: this will get overridden by any aim settings in their spawnscripts
switch ( g_spskill->integer )
{
case 0:
ent->NPC->stats.aim = 1;
break;
case 1:
ent->NPC->stats.aim = Q_irand( 2, 3 );
break;
case 2:
ent->NPC->stats.aim = Q_irand( 3, 4 );
break;
}
}
else if ( ent->client->NPC_class == CLASS_STORMTROOPER
|| ent->client->NPC_class == CLASS_SWAMPTROOPER
|| ent->client->NPC_class == CLASS_IMPWORKER
|| !Q_stricmp( "rodian2", ent->NPC_type ) )
{//tweak yawspeed for these NPCs based on difficulty
switch ( g_spskill->integer )
{
case 0:
ent->NPC->stats.yawSpeed *= 0.75f;
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 3, 6 );
}
break;
case 1:
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 2, 4 );
}
break;
case 2:
ent->NPC->stats.yawSpeed *= 1.5f;
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 0, 2 );
}
break;
}
}
else if ( ent->client->NPC_class == CLASS_REBORN
|| ent->client->NPC_class == CLASS_SHADOWTROOPER )
{
switch ( g_spskill->integer )
{
case 1:
ent->NPC->stats.yawSpeed *= 1.25f;
break;
case 2:
ent->NPC->stats.yawSpeed *= 1.5f;
break;
}
}
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->mass = 10;
ent->takedamage = qtrue;
/*ent->inuse = qtrue;
SetInUse(ent);
ent->m_iIcarusID = -1; // ICARUS_INVALID
*/
assert(ent->inuse);
assert(ent->m_iIcarusID==IIcarusInterface::ICARUS_INVALID);
// CRITICAL NOTE! This was already done somewhere else and it was overwriting the previous value!!!
if ( !ent->classname || Q_stricmp( ent->classname, "noclass" ) == 0 )
ent->classname = "NPC";
// if ( ent->client->race == RACE_HOLOGRAM )
// {//can shoot through holograms, but not walk through them
// ent->contents = CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_ITEM;//contents_corspe to make them show up in ID and use traces
// ent->clipmask = MASK_NPCSOLID;
// } else
if(!(ent->spawnflags & SFB_NOTSOLID))
{
ent->contents = CONTENTS_BODY;
ent->clipmask = MASK_NPCSOLID;
}
else
{
ent->contents = 0;
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
}
if(!ent->client->moveType)//Static?
{
ent->client->moveType = MT_RUNJUMP;
}
ent->e_DieFunc = dieF_player_die;
ent->waterlevel = 0;
ent->watertype = 0;
//visible to player and NPCs
if ( ent->client->NPC_class != CLASS_R2D2 &&
ent->client->NPC_class != CLASS_R5D2 &&
ent->client->NPC_class != CLASS_MOUSE &&
ent->client->NPC_class != CLASS_GONK &&
ent->client->NPC_class != CLASS_PROTOCOL )
{
ent->flags &= ~FL_NOTARGET;
}
ent->s.eFlags &= ~EF_NODRAW;
NPC_SetFX_SpawnStates( ent );
client->ps.friction = 6;
if ( ent->client->ps.weapon == WP_NONE )
{//not set by the NPCs.cfg
NPC_SetWeapons(ent);
}
//select the weapon
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[ent->client->ps.weapon].ammoIndex];
ent->client->ps.weaponstate = WEAPON_IDLE;
ChangeWeapon( ent, ent->client->ps.weapon );
VectorCopy( spawn_origin, client->ps.origin );
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
// clear entity state values
ent->s.eType = ET_PLAYER;
// ent->s.skinNum = ent - g_entities - 1; // used as index to get custom models
VectorCopy (spawn_origin, ent->s.origin);
// ent->s.origin[2] += 1; // make sure off ground
SetClientViewAngle( ent, spawn_angles );
client->renderInfo.lookTarget = ENTITYNUM_NONE;
//clear IK grabbing stuff
client->ps.heldClient = client->ps.heldByClient = ENTITYNUM_NONE;
if(!(ent->spawnflags & 64))
{
if ( Q_stricmp( ent->NPC_type, "nullDriver") == 0 )
{//FIXME: should be a better way to check this
}
else
{
G_KillBox( ent );
}
gi.linkentity (ent);
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
client->latched_buttons = 0;
if ( ent->client->NPC_class != CLASS_VEHICLE )
{
// set default animations
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
if( spawnPoint )
{
// fire the targets of the spawn point
G_UseTargets( spawnPoint, ent );
}
//ICARUS include
// NOTE! Does this need to be called here? It seems to be getting called twice...
// Once before the level starts, then once again when the entity is spawned!
Quake3Game()->InitEntity( ent );
//==NPC initialization
SetNPCGlobals( ent );
ent->enemy = NPCInfo->eventualGoal;
NPCInfo->timeOfDeath = 0;
NPCInfo->shotTime = 0;
NPC_ClearGoal();
NPC_ChangeWeapon( ent->client->ps.weapon );
//==Final NPC initialization
ent->e_PainFunc = NPC_PainFunc( ent ); //painF_NPC_Pain;
ent->e_TouchFunc = NPC_TouchFunc( ent ); //touchF_NPC_Touch;
// ent->NPC->side = 1;
ent->client->ps.ping = ent->NPC->stats.reactions * 50;
//MCG - Begin: NPC hacks
//FIXME: Set the team correctly
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
ent->e_UseFunc = useF_NPC_Use;
ent->e_ThinkFunc = thinkF_NPC_Think;
ent->nextthink = level.time + FRAMETIME + Q_irand(0, 100);
NPC_SetMiscDefaultData( ent );
if ( ent->health <= 0 )
{
//ORIGINAL ID: health will count down towards max_health
ent->health = client->ps.stats[STAT_HEALTH] = ent->max_health;
}
else
{
client->ps.stats[STAT_HEALTH] = ent->max_health = ent->health;
}
ChangeWeapon( ent, ent->client->ps.weapon );//yes, again... sigh
if ( !(ent->spawnflags & SFB_STARTINSOLID) )
{//Not okay to start in solid
G_CheckInSolid( ent, qtrue );
}
VectorClear( ent->NPC->lastClearOrigin );
//Run a script if you have one assigned to you
if ( G_ActivateBehavior( ent, BSET_SPAWN ) )
{
if( ent->m_iIcarusID != IIcarusInterface::ICARUS_INVALID/*ent->taskManager*/ && !stop_icarus )
{
IIcarusInterface::GetIcarus()->Update( ent->m_iIcarusID );
}
}
VectorCopy( ent->currentOrigin, ent->client->renderInfo.eyePoint );
// run a client frame to drop exactly to the floor,
// initialize animations and other things
memset( &ucmd, 0, sizeof( ucmd ) );
VectorCopyM( client->pers.cmd_angles, ucmd.angles );
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
if ( ent->NPC->aiFlags & NPCAI_MATCHPLAYERWEAPON )
{
G_MatchPlayerWeapon( ent );
}
ClientThink( ent->s.number, &ucmd );
gi.linkentity( ent );
if ( ent->client->playerTeam == TEAM_ENEMY || ent->client->playerTeam == TEAM_FREE )
{//valid enemy spawned
if ( !(ent->spawnflags&SFB_CINEMATIC) && ent->NPC->behaviorState != BS_CINEMATIC )
{//not a cinematic enemy
if ( g_entities[0].client )
{
g_entities[0].client->sess.missionStats.enemiesSpawned++;
}
}
}
}
/*
-------------------------
NPC_StasisSpawn_Go
-------------------------
*/
/*
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
{
//Setup an owner pointer if we need it
if VALIDSTRING( ent->ownername )
{
ent->owner = G_Find( NULL, FOFS( targetname ), ent->ownername );
if ( ( ent->owner ) && ( ent->owner->health <= 0 ) )
{//our spawner thing is broken
if ( ent->target2 && ent->target2[0] )
{
//Fire off our target2
G_UseTargets2( ent, ent, ent->target2 );
//Kill us
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
//Try to spawn again in one second
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
ent->nextthink = level.time + 1000;
}
return qfalse;
}
}
//Test for an entity blocking the spawn
trace_t tr;
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, MASK_NPCSOLID );
//Can't have anything in the way
if ( tr.allsolid || tr.startsolid )
{
ent->nextthink = level.time + 1000;
return qfalse;
}
return qtrue;
}
*/
void NPC_DefaultScriptFlags( gentity_t *ent )
{
if ( !ent || !ent->NPC )
{
return;
}
//Set up default script flags
ent->NPC->scriptFlags = (SCF_CHASE_ENEMIES|SCF_LOOK_FOR_ENEMIES);
}
#define MAX_SAFESPAWN_ENTS 4
bool NPC_SafeSpawn( gentity_t *ent, float safeRadius )
{
gentity_t *radiusEnts[ MAX_SAFESPAWN_ENTS ];
vec3_t safeMins, safeMaxs;
float distance = 999999;
int numEnts = 0;
float safeRadiusSquared = safeRadius*safeRadius;
int i;
if (!ent)
{
return false;
}
//Setup the bbox to search in
for ( i = 0; i < 3; i++ )
{
safeMins[i] = ent->currentOrigin[i] - safeRadius;
safeMaxs[i] = ent->currentOrigin[i] + safeRadius;
}
//Get a number of entities in a given space
numEnts = gi.EntitiesInBox( safeMins, safeMaxs, radiusEnts, MAX_SAFESPAWN_ENTS );
for ( i = 0; i < numEnts; i++ )
{
//Don't consider self
if ( radiusEnts[i] == ent )
continue;
if (radiusEnts[i]->NPC && (radiusEnts[i]->health == 0))
{
// ignore dead guys
continue;
}
distance = DistanceSquared( ent->currentOrigin, radiusEnts[i]->currentOrigin );
//Found one too close to us
if ( distance < safeRadiusSquared )
{
return false;
}
}
return true;
}
/*
-------------------------
NPC_Spawn_Go
-------------------------
*/
gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow )
{
gentity_t *newent;
int index;
vec3_t saveOrg;
/* //Do extra code for stasis spawners
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
*/
// 4/18/03 kef -- don't let guys spawn into other guys
if (ent->spawnflags & 4096)
{
if (!NPC_SafeSpawn(ent, 64))
{
return NULL;
}
}
//Test for drop to floor
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
trace_t tr;
vec3_t bottom;
VectorCopy( ent->currentOrigin, saveOrg );
VectorCopy( ent->currentOrigin, bottom );
bottom[2] = MIN_WORLD_COORD;
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, bottom, ent->s.number, MASK_NPCSOLID, (EG2_Collision)0, 0 );
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
{
G_SetOrigin( ent, tr.endpos );
}
}
//Check the spawner's count
if( ent->count != -1 )
{
ent->count--;
if( ent->count <= 0 )
{
ent->e_UseFunc = useF_NULL;//never again
//will be removed below
}
}
newent = G_Spawn();
if ( newent == NULL )
{
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
return NULL;
}
newent->client = (gclient_t *)gi.Malloc(sizeof(gclient_t), TAG_G_ALLOC, qtrue);
newent->svFlags |= SVF_NPC;
if ( ent->NPC_type == NULL )
{
ent->NPC_type = "random";
newent->NPC_type = "random";
}
else
{
newent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) ); //get my own copy so i can free it when i die
}
newent->NPC = (gNPC_t*) gi.Malloc(sizeof(gNPC_t), TAG_G_ALLOC, qtrue);
newent->NPC->tempGoal = G_Spawn();
newent->NPC->tempGoal->classname = "NPC_goal";
newent->NPC->tempGoal->owner = newent;
newent->NPC->tempGoal->svFlags |= SVF_NOCLIENT;
//==NPC_Connect( newent, net_name );===================================
if ( ent->svFlags & SVF_NO_BASIC_SOUNDS )
{
newent->svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( ent->svFlags & SVF_NO_COMBAT_SOUNDS )
{
newent->svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( ent->svFlags & SVF_NO_EXTRA_SOUNDS )
{
newent->svFlags |= SVF_NO_EXTRA_SOUNDS;
}
if ( ent->message )
{//has a key
newent->message = G_NewString(ent->message);//copy the key name
newent->flags |= FL_NO_KNOCKBACK;//don't fall off ledges
}
// If this is a vehicle we need to see what kind it is so we properlly allocate it.
if ( Q_stricmp( ent->classname, "NPC_Vehicle" ) == 0 )
{
// Get the vehicle entry index.
int iVehIndex = BG_VehicleGetIndex( newent->NPC_type );
if ( iVehIndex == -1 )
{
Com_Printf( S_COLOR_RED"ERROR: Attempting to Spawn an unrecognized Vehicle! - %s\n", newent->NPC_type );
G_FreeEntity( newent );
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
return NULL;
}
newent->soundSet = G_NewString(ent->soundSet);//get my own copy so i can free it when i die
// NOTE: If you change/add any of these, update NPC_Spawn_f for the new vehicle you
// want to be able to spawn in manually.
// See what kind of vehicle this is and allocate it properly.
switch( g_vehicleInfo[iVehIndex].type )
{
case VH_ANIMAL:
// Create the animal (making sure all it's data is initialized).
G_CreateAnimalNPC( &newent->m_pVehicle, newent->NPC_type );
break;
case VH_SPEEDER:
// Create the speeder (making sure all it's data is initialized).
G_CreateSpeederNPC( &newent->m_pVehicle, newent->NPC_type );
break;
case VH_FIGHTER:
// Create the fighter (making sure all it's data is initialized).
G_CreateFighterNPC( &newent->m_pVehicle, newent->NPC_type );
break;
case VH_WALKER:
// Create the animal (making sure all it's data is initialized).
G_CreateWalkerNPC( &newent->m_pVehicle, newent->NPC_type );
break;
default:
Com_Printf( S_COLOR_RED"ERROR: Attempting to Spawn an unrecognized Vehicle Type! - %s\n", newent->NPC_type );
G_FreeEntity( newent );
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
return NULL;
}
//grab this from the spawner
if ( (ent->spawnflags&1) )
{//wants to explode when not in vis of player
newent->endFrame = ent->endFrame;
}
// Setup the vehicle.
newent->m_pVehicle->m_pParentEntity = newent;
newent->m_pVehicle->m_pVehicleInfo->Initialize( newent->m_pVehicle );
newent->client->NPC_class = CLASS_VEHICLE;
if ( g_vehicleInfo[iVehIndex].type == VH_FIGHTER )
{//FIXME: EXTERN!!!
newent->flags |= (FL_NO_KNOCKBACK|FL_SHIELDED);//don't get pushed around, blasters bounce off
}
//WTF?!!! Ships spawning in pointing straight down!
//set them up to start landed
newent->m_pVehicle->m_vOrientation[YAW] = ent->s.angles[YAW];
newent->m_pVehicle->m_vOrientation[PITCH] = newent->m_pVehicle->m_vOrientation[ROLL] = 0.0f;
G_SetAngles( newent, newent->m_pVehicle->m_vOrientation );
SetClientViewAngle( newent, newent->m_pVehicle->m_vOrientation );
//newent->m_pVehicle->m_ulFlags |= VEH_GEARSOPEN;
//why? this would just make it so the initial anim never got played... -rww
//There was no initial anim, it would just open the gear even though it's already on the ground (fixed now, made an initial anim)
//For SUSPEND spawnflag, the amount of time to drop like a rock after SUSPEND turns off
newent->fly_sound_debounce_time = ent->fly_sound_debounce_time;
//for no-pilot-death delay
newent->damage = ent->damage;
//no-pilot-death distance
newent->speed = ent->speed;
newent->model2 = ent->model2;//for droidNPC
}
else
{
newent->client->ps.weapon = WP_NONE;//init for later check in NPC_Begin
}
newent->classname = "NPC";
VectorCopy(ent->s.origin, newent->s.origin);
VectorCopy(ent->s.origin, newent->client->ps.origin);
VectorCopy(ent->s.origin, newent->currentOrigin);
G_SetOrigin(newent, ent->s.origin);//just to be sure!
//NOTE: on vehicles, anything in the .npc file will STOMP data on the NPC that's set by the vehicle
if ( !NPC_ParseParms( ent->NPC_type, newent ) )
{
gi.Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
G_FreeEntity( newent );
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
return NULL;
}
if ( ent->NPC_type )
{
if ( !Q_stricmp( ent->NPC_type, "player" ) )
{// Or check NPC_type against player's NPC_type?
newent->NPC->aiFlags |= NPCAI_MATCHPLAYERWEAPON;
}
else if ( !Q_stricmp( ent->NPC_type, "test" ) )
{
int n;
for ( n = 0; n < 1 ; n++)
{
if ( !(g_entities[n].svFlags & SVF_NPC) && g_entities[n].client)
{
VectorCopy(g_entities[n].s.origin, newent->s.origin);
newent->client->playerTeam = g_entities[n].client->playerTeam;
break;
}
}
newent->NPC->defaultBehavior = newent->NPC->behaviorState = BS_WAIT;
// newent->svFlags |= SVF_NOPUSH;
}
}
//=====================================================================
//set the info we want
newent->health = ent->health;
newent->wait = ent->wait;
//copy strings so we can safely free them
newent->script_targetname = G_NewString(ent->NPC_targetname);
newent->targetname = G_NewString(ent->NPC_targetname);
newent->target = G_NewString(ent->NPC_target);//death
newent->target2 = G_NewString(ent->target2);//knocked out death
newent->target3 = G_NewString(ent->target3);//???
newent->target4 = G_NewString(ent->target4);//ffire death
newent->paintarget = G_NewString(ent->paintarget);
newent->opentarget = G_NewString(ent->opentarget);
newent->radius = ent->radius;
newent->NPC->eventualGoal = ent->enemy;
for( index = BSET_FIRST; index < NUM_BSETS; index++)
{
if ( ent->behaviorSet[index] )
{
newent->behaviorSet[index] = ent->behaviorSet[index];
}
}
VectorCopy(ent->s.angles, newent->s.angles);
VectorCopy(ent->s.angles, newent->currentAngles);
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
newent->NPC->desiredYaw =ent->s.angles[YAW];
//gi.linkentity(newent); //check: don't need this here?
newent->spawnflags = ent->spawnflags;
//==New stuff=====================================================================
newent->s.eType = ET_PLAYER;
//FIXME: Call CopyParms
if ( ent->parms )
{
for ( int parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
{
if ( ent->parms->parm[parmNum] && ent->parms->parm[parmNum][0] )
{
Q3_SetParm( newent->s.number, parmNum, ent->parms->parm[parmNum] );
}
}
}
//FIXME: copy cameraGroup, store mine in message or other string field
//set origin
newent->s.pos.trType = TR_INTERPOLATE;
newent->s.pos.trTime = level.time;
VectorCopy( newent->currentOrigin, newent->s.pos.trBase );
VectorClear( newent->s.pos.trDelta );
newent->s.pos.trDuration = 0;
//set angles
newent->s.apos.trType = TR_INTERPOLATE;
newent->s.apos.trTime = level.time;
VectorCopy( newent->currentOrigin, newent->s.apos.trBase );
VectorClear( newent->s.apos.trDelta );
newent->s.apos.trDuration = 0;
newent->NPC->combatPoint = -1;
newent->NPC->aiFlags |= ent->bounceCount;//ai flags
newent->flags |= FL_NOTARGET;//So he's ignored until he's fully spawned
newent->s.eFlags |= EF_NODRAW;//So he's ignored until he's fully spawned
if ( fullSpawnNow )
{
newent->owner = ent->owner;
}
else
{
newent->e_ThinkFunc = thinkF_NPC_Begin;
newent->nextthink = level.time + FRAMETIME;
}
NPC_DefaultScriptFlags( newent );
gi.linkentity (newent);
if(ent->e_UseFunc == useF_NULL)
{
if( ent->target )
{//use any target we're pointed at
G_UseTargets ( ent, ent );
}
if(ent->closetarget)
{//last guy should fire this target when he dies
if (newent->target)
{//zap
gi.Free(newent->target);
}
newent->target = G_NewString(ent->closetarget);
}
G_FreeEntity( ent );//bye!
}
else if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
if ( fullSpawnNow )
{
NPC_Begin( newent );
}
return newent;
}
void NPC_Spawn_Go( gentity_t *ent )
{
NPC_Spawn_Do( ent, qfalse );
}
/*
-------------------------
NPC_StasisSpawnEffect
-------------------------
*/
/*
void NPC_StasisSpawnEffect( gentity_t *ent )
{
vec3_t start, end, forward;
qboolean taper;
//Floor or wall?
if ( ent->spawnflags & 1 )
{
AngleVectors( ent->s.angles, forward, NULL, NULL );
VectorMA( ent->currentOrigin, 24, forward, end );
VectorMA( ent->currentOrigin, -20, forward, start );
start[2] += 64;
taper = qtrue;
}
else
{
VectorCopy( ent->currentOrigin, start );
VectorCopy( start, end );
end[2] += 48;
taper = qfalse;
}
//Add the effect
// CG_ShimmeryThing_Spawner( start, end, 32, qtrue, 1000 );
}
*/
/*
-------------------------
NPC_ShySpawn
-------------------------
*/
#define SHY_THINK_TIME 1000
#define SHY_SPAWN_DISTANCE 128
#define SHY_SPAWN_DISTANCE_SQR ( SHY_SPAWN_DISTANCE * SHY_SPAWN_DISTANCE )
void NPC_ShySpawn( gentity_t *ent )
{
ent->nextthink = level.time + SHY_THINK_TIME;
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
if ( DistanceSquared( g_entities[0].currentOrigin, ent->currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
return;
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
if ( (NPC_ClearLOS( &g_entities[0], ent->currentOrigin )) )
return;
// 4/18/03 kef -- don't let guys spawn into other guys
if (ent->spawnflags & 4096)
{
if (!NPC_SafeSpawn(ent, 64))
{
return;
}
}
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = 0;
NPC_Spawn_Go( ent );
}
/*
-------------------------
NPC_Spawn
-------------------------
*/
void NPC_Spawn ( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
//delay before spawning NPC
if (other->spawnflags&32)
{
ent->enemy = activator;
}
if( ent->delay )
{
/* //Stasis does an extra step
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
*/
if ( ent->spawnflags & 2048 ) // SHY
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
else
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
ent->nextthink = level.time + ent->delay;
}
else
{
if ( ent->spawnflags & 2048 ) // SHY
NPC_ShySpawn( ent );
else
NPC_Spawn_Go( ent );
}
}
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
SAFE - Won't spawn if an entity is within 64 units
NPC_type - name of NPC (in npcs.cfg) to spawn in
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
delay - how long to wait to spawn after used
wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2)
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
NPC_target2 - NPC's target to fire when knocked out
NPC_target4 - NPC's target to fire when killed by friendly fire
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
health - starting health (default = 100)
"noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain, death, etc)
"noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.)
"noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds)
spawnscript - default script to run once spawned (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
extern qboolean spawning; // the G_Spawn*() functions are valid (only turned on during one function)
extern void NPC_PrecacheByClassName(const char*);
void SP_NPC_spawner( gentity_t *self)
{
extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
float fDelay;
//register/precache the models needed for this NPC, not anymore
//self->classname = "NPC_spawner";
if(!self->count)
{
self->count = 1;
}
//NOTE: bounceCount is transferred to the spawned NPC's NPC->aiFlags
self->bounceCount = 0;
{
static int garbage;
//Stop loading of certain extra sounds
if ( G_SpawnInt( "noBasicSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( G_SpawnInt( "noCombatSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( G_SpawnInt( "noExtraSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_EXTRA_SOUNDS;
}
if ( G_SpawnInt( "nodelay", "0", &garbage ) )
{
self->bounceCount |= NPCAI_NO_JEDI_DELAY;
}
}
if ( !self->wait )
{
self->wait = 500;
}
else
{
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
}
G_SpawnFloat( "delay", "0", &fDelay );
if ( fDelay )
{
self->delay = ceil(1000.0f*fDelay);//1 = 1 msec, 1000 = 1 sec
}
if ( self->delay > 0 )
{
self->svFlags |= SVF_NPC_PRECACHE;
}
//We have to load the animation.cfg now because spawnscripts are going to want to set anims and we need to know their length and if they're valid
NPC_PrecacheAnimationCFG( self->NPC_type );
if ( self->targetname )
{//Wait for triggering
self->e_UseFunc = useF_NPC_Spawn;
self->svFlags |= SVF_NPC_PRECACHE;//FIXME: precache my weapons somehow?
//NPC_PrecacheModels( self->NPC_type );
}
else
{
//NOTE: auto-spawners never check for shy spawning
if ( spawning )
{//in entity spawn stage - map starting up
self->e_ThinkFunc = thinkF_NPC_Spawn_Go;
self->nextthink = level.time + START_TIME_REMOVE_ENTS + 50;
}
else
{//else spawn right now
NPC_Spawn( self, self, self );
}
}
if (!(self->svFlags&SVF_NPC_PRECACHE))
{
NPC_PrecacheByClassName(self->NPC_type);
}
//FIXME: store cameraGroup somewhere else and apply to spawned NPCs' cameraGroup
//Or just don't include NPC_spawners in cameraGroupings
if ( self->message )
{//may drop a key, precache the key model and pickup sound
G_SoundIndex( "sound/weapons/key_pkup.wav" );
if ( !Q_stricmp( "goodie", self->message ) )
{
RegisterItem( FindItemForInventory( INV_GOODIE_KEY ) );
}
else
{
RegisterItem( FindItemForInventory( INV_SECURITY_KEY ) );
}
}
}
//=============================================================================================
//VEHICLES
//=============================================================================================
/*QUAKED NPC_Vehicle (1 0 0) (-16 -16 -24) (16 16 32) NO_VIS_DIE x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE
set NPC_type to vehicle name in vehicles.dat
NO_VIS_DIE - die after certain amount of time of not having a LOS to the Player (default time is 10 seconds, change by setting "noVisTime")
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
SAFE - Won't spawn if an entity is within 64 units
"noVisTime" - how long to wait after spawning/last being seen by the player beforw blowing ourselves up (default is 10 seconds)
"skin" - which skin to set "red" for example - If no skin it is random
*/
void NPC_VehicleSpawnUse( gentity_t *self, gentity_t *other, gentity_t *activator )
{
G_VehicleSpawn( self );
}
void SP_NPC_Vehicle( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "swoop";
}
if ( !self->classname )
{
self->classname = "NPC_Vehicle";
}
G_SetOrigin( self, self->s.origin );
G_SetAngles( self, self->s.angles );
G_SpawnString("skin", "", &self->soundSet);
//grab this from the spawner
if ( (self->spawnflags&1) )
{//wants to explode when not in vis of player
if ( !self->endFrame )
{
self->endFrame = NO_PILOT_DIE_TIME;
}
}
if ( self->targetname )
{
self->svFlags |= SVF_NPC_PRECACHE; // Precache The Bike when all other npcs are precached
self->e_UseFunc = useF_NPC_VehicleSpawnUse;
//we're not spawning until later, so precache us now
BG_VehicleGetIndex( self->NPC_type );
}
else
{
G_VehicleSpawn( self );
}
}
//=============================================================================================
//CHARACTERS
//=============================================================================================
/*QUAKED NPC_Player (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Player( gentity_t *self)
{
self->NPC_type = "Player";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Kyle (1 0 0) (-16 -16 -24) (16 16 32) BOSS x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
BOSS - Uses Boss AI
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Kyle( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "Kyle_boss";
}
else
{
self->NPC_type = "Kyle";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Lando(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Lando( gentity_t *self)
{
self->NPC_type = "Lando";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Jan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Jan( gentity_t *self)
{
self->NPC_type = "Jan";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Luke(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Luke( gentity_t *self)
{
self->NPC_type = "Luke";
SP_NPC_spawner( self );
}
/*QUAKED NPC_MonMothma(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MonMothma( gentity_t *self)
{
self->NPC_type = "MonMothma";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rosh_Penin (1 0 0) (-16 -16 -24) (16 16 32) DARKSIDE NOFORCE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Good Rosh
DARKSIDE - Evil Rosh
NOFORCE - Can't jump, starts with no saber
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rosh_Penin( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "rosh_dark";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "rosh_penin_noforce";
}
else
{
self->NPC_type = "rosh_penin";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tavion (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tavion( gentity_t *self)
{
self->NPC_type = "Tavion";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tavion_New (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Has a red lightsaber and force powers, uses her saber style from JK2
SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses dual saber style and occasionally attacks with Scepter
SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong style
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tavion_New( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "tavion_scepter";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "tavion_sith_sword";
}
else
{
self->NPC_type = "tavion_new";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Alora (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Lightsaber and level 2 force powers, 300 health
DUAL - Dual sabers and level 3 force powers, 500 health
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Alora( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "alora_dual";
}
else
{
self->NPC_type = "alora";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reelo(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Reelo( gentity_t *self)
{
self->NPC_type = "Reelo";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
MECH - will be the armored Galak
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Galak( gentity_t *self)
{
}
/*QUAKED NPC_Desann(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Desann( gentity_t *self)
{
self->NPC_type = "Desann";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rax(1 0 0) (-16 -16 -24) (16 16 40) FUN x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
FUN - Makes him magically the funnest thing ever in any game ever made. (actually does nothing, it'll just be fun by the power of suggestion).
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rax( gentity_t *self )
{
self->NPC_type = "Rax";
SP_NPC_spawner( self );
}
/*QUAKED NPC_BobaFett(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_BobaFett( gentity_t *self )
{
self->NPC_type = "Boba_Fett";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Ragnos(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Ragnos( gentity_t *self )
{
self->NPC_type = "Ragnos";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Lannik_Racto(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Lannik_Racto( gentity_t *self )
{
self->NPC_type = "lannik_racto";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Kothos(1 0 0) (-16 -16 -24) (16 16 40) VIL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
VIL - spawns Vil Kothos instead of Dasariah (can anyone tell them apart anyway...?)
Force only... will (eventually) be set up to re-inforce their leader (use SET_LEADER) by healing them, recharging them, keeping the player away, etc.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Kothos( gentity_t *self )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "VKothos";
}
else
{
self->NPC_type = "DKothos";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Chewbacca(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Chewbacca( gentity_t *self )
{
self->NPC_type = "Chewie";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Bartender(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Bartender( gentity_t *self)
{
self->NPC_type = "Bartender";
SP_NPC_spawner( self );
}
/*QUAKED NPC_MorganKatarn(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MorganKatarn( gentity_t *self)
{
self->NPC_type = "MorganKatarn";
SP_NPC_spawner( self );
}
//=============================================================================================
//ALLIES
//=============================================================================================
/*QUAKED NPC_Jedi(1 0 0) (-16 -16 -24) (16 16 40) TRAINER MASTER RANDOM x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
TRAINER - Special Jedi- instructor
MASTER - Special Jedi- master
RANDOM - creates a random Jedi student using the available player models/skins (excludes the current model of the player)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Ally Jedi NPC Buddy - tags along with player
*/
extern cvar_t *g_char_model;
void SP_NPC_Jedi( gentity_t *self)
{
if(!self->NPC_type)
{
if ( self->spawnflags & 4 )
{//random!
int sanityCheck = 20; //just in case
while ( sanityCheck-- )
{
switch( Q_irand( 0, 11 ) )
{
case 0:
self->NPC_type = "jedi_hf1";
break;
case 1:
self->NPC_type = "jedi_hf2";
break;
case 2:
self->NPC_type = "jedi_hm1";
break;
case 3:
self->NPC_type = "jedi_hm2";
break;
case 4:
self->NPC_type = "jedi_kdm1";
break;
case 5:
self->NPC_type = "jedi_kdm2";
break;
case 6:
self->NPC_type = "jedi_rm1";
break;
case 7:
self->NPC_type = "jedi_rm2";
break;
case 8:
self->NPC_type = "jedi_tf1";
break;
case 9:
self->NPC_type = "jedi_tf2";
break;
case 10:
self->NPC_type = "jedi_zf1";
break;
case 11:
default://just in case
self->NPC_type = "jedi_zf2";
break;
}
if ( strstr( self->NPC_type, g_char_model->string ) != NULL )
{//bah, we're using this one, try again
continue;
}
break; //get out of the while
}
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "jedimaster";
}
else if ( self->spawnflags & 1 )
{
self->NPC_type = "jeditrainer";
}
else
{
/*
if ( !Q_irand( 0, 2 ) )
{
self->NPC_type = "JediF";
}
else
*/if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Jedi";
}
else
{
self->NPC_type = "Jedi2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Prisoner(1 0 0) (-16 -16 -24) (16 16 40) ELDER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Prisoner( gentity_t *self)
{
if(!self->NPC_type)
{
if ( (self->spawnflags&1) )
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "elder";
}
else
{
self->NPC_type = "elder2";
}
}
else
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Prisoner";
}
else
{
self->NPC_type = "Prisoner2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Merchant(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Merchant( gentity_t *self)
{
self->NPC_type = "merchant";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rebel(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rebel( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "Rebel";
}
SP_NPC_spawner( self );
}
//=============================================================================================
//ENEMIES
//=============================================================================================
/*QUAKED NPC_Human_Merc(1 0 0) (-16 -16 -24) (16 16 40) BOWCASTER REPEATER FLECHETTE CONCUSSION DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
100 health, blaster rifle
BOWCASTER - Starts with a Bowcaster
REPEATER - Starts with a Repeater
FLECHETTE - Starts with a Flechette gun
CONCUSSION - Starts with a Concussion Rifle
If you want them to start with any other kind of weapon, make a spawnscript for them that sets their weapon.
"message" - turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag. NOTE: this overrides all the weapon spawnflags
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Human_Merc( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->message )
{
self->NPC_type = "human_merc_key";
}
else if ( (self->spawnflags&1) )
{
self->NPC_type = "human_merc_bow";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "human_merc_rep";
}
else if ( (self->spawnflags&4) )
{
self->NPC_type = "human_merc_flc";
}
else if ( (self->spawnflags&8) )
{
self->NPC_type = "human_merc_cnc";
}
else
{
self->NPC_type = "human_merc";
}
}
SP_NPC_spawner( self );
}
//TROOPERS=============================================================================
/*QUAKED NPC_Stormtrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY COMMANDO
30 health, blaster
OFFICER - 60 health, flechette
COMMANDER - 60 health, heavy repeater
ALTOFFICER - 60 health, alt-fire flechette (grenades)
ROCKET - 60 health, rocket launcher
COMMANDO - Causes character to use Hazard Trooper (move in formation AI)
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Stormtrooper( gentity_t *self)
{
if ( self->spawnflags & 8 )
{//rocketer
self->NPC_type = "rockettrooper";
}
else if ( self->spawnflags & 4 )
{//alt-officer
self->NPC_type = "stofficeralt";
}
else if ( self->spawnflags & 2 )
{//commander
self->NPC_type = "stcommander";
}
else if ( self->spawnflags & 1 )
{//officer
self->NPC_type = "stofficer";
}
else
{//regular trooper
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "StormTrooper";
}
else
{
self->NPC_type = "StormTrooper2";
}
}
SP_NPC_spawner( self );
}
void SP_NPC_StormtrooperOfficer( gentity_t *self)
{
self->spawnflags |= 1;
SP_NPC_Stormtrooper( self );
}
/*QUAKED NPC_Snowtrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
30 health, blaster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Snowtrooper( gentity_t *self)
{
self->NPC_type = "snowtrooper";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tie_Pilot(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
30 health, blaster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tie_Pilot( gentity_t *self)
{
self->NPC_type = "stormpilot";
SP_NPC_spawner( self );
}
/*QUAKED NPC_RocketTrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER SPOTLIGHT x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
200 health, flies, rockets
OFFICER - starts flying, uses concussion rifle instead of rockets
SPOTLIGHT - uses a shoulder-mounted spotlight
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_RocketTrooper( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "rockettrooper2Officer";
}
else
{
self->NPC_type = "rockettrooper2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_HazardTrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER CONCUSSION x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
250 health, repeater
OFFICER - 400 health, flechette
CONCUSSION - 400 health, concussion rifle
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_HazardTrooper( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "hazardtrooperofficer";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "hazardtrooperconcussion";
}
else
{
self->NPC_type = "hazardtrooper";
}
}
SP_NPC_spawner( self );
}
//OTHERS=============================================================================
/*QUAKED NPC_Ugnaught(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Ugnaught( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Ugnaught";
}
else
{
self->NPC_type = "Ugnaught2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Jawa(1 0 0) (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
ARMED - starts with the Jawa gun in-hand
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Jawa( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "jawa_armed";
}
else
{
self->NPC_type = "jawa";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Gran(1 0 0) (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Uses grenade
SHOOTER - uses blaster instead of
BOXER - uses fists only
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Gran( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "granshooter";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "granboxer";
}
else
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "gran";
}
else
{
self->NPC_type = "gran2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rodian(1 0 0) (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
BLASTER uses a blaster instead of sniper rifle, different skin
NO_HIDE (only applicable with snipers) does not duck and hide between shots
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rodian( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags&1 )
{
self->NPC_type = "rodian2";
}
else
{
self->NPC_type = "rodian";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Weequay(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Weequay( gentity_t *self)
{
if ( !self->NPC_type )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
self->NPC_type = "Weequay";
break;
case 1:
self->NPC_type = "Weequay2";
break;
case 2:
self->NPC_type = "Weequay3";
break;
case 3:
self->NPC_type = "Weequay4";
break;
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Trandoshan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Trandoshan( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "Trandoshan";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tusken(1 0 0) (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tusken( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "tuskensniper";
}
else
{
self->NPC_type = "tusken";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Noghri(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Noghri( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "noghri";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_SwampTrooper(1 0 0) (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
REPEATER - Swaptrooper who uses the repeater
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_SwampTrooper( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "SwampTrooper2";
}
else
{
self->NPC_type = "SwampTrooper";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Imperial(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Greyshirt grunt, uses blaster pistol, 20 health.
OFFICER - Brownshirt Officer, uses blaster rifle, 40 health
COMMANDER - Blackshirt Commander, uses rapid-fire blaster rifle, 80 healt
"message" - if a COMMANDER, turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Imperial( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "ImpOfficer";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "ImpCommander";
}
else
{
self->NPC_type = "Imperial";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_ImpWorker(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_ImpWorker( gentity_t *self)
{
self->NPC_type = "ImpWorker";
SP_NPC_spawner( self );
}
/*QUAKED NPC_BespinCop(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_BespinCop( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( !Q_irand( 0, 1 ) )
{
self->NPC_type = "BespinCop";
}
else
{
self->NPC_type = "BespinCop2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reborn(1 0 0) (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Default Reborn is A poor lightsaber fighter, acrobatic and uses no force powers. 40 health.
FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic. 75 health.
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers. 100 health.
ACROBAT - quite acrobatic, but not the best lightsaber fighter and uses no force powers. 100 health.
BOSS - quite acrobatic, good lightsaber fighter and uses force powers. 150 health.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Reborn not stand around and taunt the player before attacking
*/
void SP_NPC_Reborn( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "rebornforceuser";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "rebornfencer";
}
else if ( self->spawnflags & 4 )
{
self->NPC_type = "rebornacrobat";
}
else if ( self->spawnflags & 8 )
{
self->NPC_type = "rebornboss";
}
else
{
self->NPC_type = "reborn";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reborn_New(1 0 0) (-16 -16 -24) (16 16 40) DUAL STAFF WEAK MASTER CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-length red saber, 200 health.
DUAL - Use 2 shorter sabers
STAFF - Uses a saber staff
WEAK - Is a bit less tough
MASTER - Is SUPER tough
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Reborn not stand around and taunt the player before attacking
*/
void SP_NPC_Reborn_New( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&8) )
{//tougher guys
if ( (self->spawnflags&1) )
{
self->NPC_type = "RebornMasterDual";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "RebornMasterStaff";
}
else
{
self->NPC_type = "RebornMaster";
}
}
else if ( (self->spawnflags&4) )
{//weaker guys
if ( (self->spawnflags&1) )
{
self->NPC_type = "reborn_dual2";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "reborn_staff2";
}
else
{
self->NPC_type = "reborn_new2";
}
}
else
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "reborn_dual";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "reborn_staff";
}
else
{
self->NPC_type = "reborn_new";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Saber(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Uses a saber and no force powers. 100 health.
default fencer uses fast style - weak, but can attack rapidly. Good defense.
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
*/
void SP_NPC_Cultist_Saber( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_med_throw";
}
else
{
self->NPC_type = "cultist_saber_med";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_strong_throw";
}
else
{
self->NPC_type = "cultist_saber_strong";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_all_throw";
}
else
{
self->NPC_type = "cultist_saber_all";
}
}
else
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_throw";
}
else
{
self->NPC_type = "cultist_saber";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Saber_Powers(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Uses a saber and has a couple low-level powers. 150 health.
default fencer uses fast style - weak, but can attack rapidly. Good defense.
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
*/
void SP_NPC_Cultist_Saber_Powers( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_med_throw2";
}
else
{
self->NPC_type = "cultist_saber_med2";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_strong_throw2";
}
else
{
self->NPC_type = "cultist_saber_strong2";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_all_throw2";
}
else
{
self->NPC_type = "cultist_saber_all2";
}
}
else
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_throw";
}
else
{
self->NPC_type = "cultist_saber2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist(1 0 0) (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist uses a blaster and force powers. 40 health.
SABER - Uses a saber and no force powers
GRIP - Uses no weapon and grip, push and pull
LIGHTNING - Uses no weapon and lightning and push
DRAIN - Uses no weapons and drain and push
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
*/
void SP_NPC_Cultist( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = NULL;
self->spawnflags = 0;//fast, no throw
switch ( Q_irand( 0, 2 ) )
{
case 0://medium
self->spawnflags |= 1;
break;
case 1://strong
self->spawnflags |= 2;
break;
case 2://all
self->spawnflags |= 4;
break;
}
if ( Q_irand( 0, 1 ) )
{//throw
self->spawnflags |= 8;
}
SP_NPC_Cultist_Saber( self );
return;
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "cultist_grip";
}
else if ( (self->spawnflags&4) )
{
self->NPC_type = "cultist_lightning";
}
else if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_drain";
}
else
{
self->NPC_type = "cultist";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Commando(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist uses dual blaster pistols and force powers. 40 health.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
*/
void SP_NPC_Cultist_Commando( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "cultistcommando";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Destroyer(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist has no weapons, runs up to you chanting & building up a Force Destruction blast - when gets to you, screams & explodes
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist_Destroyer( gentity_t *self)
{
self->NPC_type = "cultist_destroyer";
SP_NPC_spawner( self );
}
/*QUAKED NPC_ShadowTrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
nodelay - set to "1" to make the Cultist not stand around and taunt the player before attacking
*/
void SP_NPC_ShadowTrooper( gentity_t *self)
{
if(!self->NPC_type)
{
if ( !Q_irand( 0, 1 ) )
{
self->NPC_type = "ShadowTrooper";
}
else
{
self->NPC_type = "ShadowTrooper2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Saboteur(1 0 0) (-16 -16 -24) (16 16 40) SNIPER PISTOL x x CLOAKED CINEMATIC NOTSOLID STARTINSOLID SHY
Has a blaster rifle, can cloak and roll
SNIPER - Has a sniper rifle, no acrobatics, but can dodge
PISTOL - Just has a pistol, can roll
COMMANDO - Has 2 pistols and can roll & dodge
CLOAKED - Starts cloaked
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Saboteur( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "saboteursniper";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "saboteurpistol";
}
else if ( (self->spawnflags&4) )
{
self->NPC_type = "saboteurcommando";
}
else
{
self->NPC_type = "saboteur";
}
}
SP_NPC_spawner( self );
}
//=============================================================================================
//MONSTERS
//=============================================================================================
/*QUAKED NPC_Monster_Murjj (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Murjj( gentity_t *self)
{
self->NPC_type = "Murjj";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Swamp (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Swamp( gentity_t *self)
{
self->NPC_type = "Swamp";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Howler (1 0 0) (-16 -16 -24) (16 16 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Howler( gentity_t *self)
{
self->NPC_type = "howler";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Rancor (1 0 0) (-30 -30 -24) (30 30 136) MUTANT FASTKILL x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
2000 health, picks people up and eats them
MUTANT - Bigger, meaner, nastier, Frencher. Breath attack, pound attack.
FASTKILL - Kills NPCs faster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Rancor( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "mutant_rancor";
}
else
{
self->NPC_type = "rancor";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Mutant_Rancor (1 0 0) (-60 -60 -24) (60 60 360) x FASTKILL x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Bigger, meaner, nastier, Frencher. Breath attack, pound attack.
FASTKILL - Kills NPCs faster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Mutant_Rancor( gentity_t *self)
{
self->NPC_type = "mutant_rancor";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Wampa (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Wampa( gentity_t *self)
{
self->NPC_type = "wampa";
SP_NPC_spawner( self );
}
/*QUAKED NPC_MineMonster (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MineMonster( gentity_t *self)
{
self->NPC_type = "minemonster";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Claw (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Claw( gentity_t *self)
{
self->NPC_type = "Claw";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Glider (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Glider( gentity_t *self)
{
self->NPC_type = "Glider";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Flier2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Flier2( gentity_t *self)
{
self->NPC_type = "Flier2";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Lizard (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Lizard( gentity_t *self)
{
self->NPC_type = "Lizard";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Fish (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Fish( gentity_t *self)
{
self->NPC_type = "Fish";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Sand_Creature (1 0 0) (-24 -24 -24) (24 24 0) FAST x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
turfrange - if set, they will not go beyond this dist from their spawn position
*/
void SP_NPC_Monster_Sand_Creature( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "sand_creature_fast";
}
else
{
self->NPC_type = "sand_creature";
}
SP_NPC_spawner( self );
}
//=============================================================================================
//DROIDS
//=============================================================================================
/*QUAKED NPC_Droid_Interrogator (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_Interrogator( gentity_t *self)
{
self->NPC_type = "interrogator";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Probe (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Probe Droid - the multilegged floating droid that Han and Chewie shot on the ice planet Hoth
*/
void SP_NPC_Droid_Probe( gentity_t *self)
{
self->NPC_type = "probe";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Mark1 (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Big walking droid
*/
void SP_NPC_Droid_Mark1( gentity_t *self)
{
self->NPC_type = "mark1";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Mark2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Small rolling droid with one gun.
*/
void SP_NPC_Droid_Mark2( gentity_t *self)
{
self->NPC_type = "mark2";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_ATST (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_ATST( gentity_t *self)
{
self->NPC_type = "atst";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Remote (1 0 0) (-4 -4 -24) (4 4 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Remote Droid - the floating round droid used by Obi Wan to train Luke about the force while on the Millenium Falcon.
*/
void SP_NPC_Droid_Remote( gentity_t *self)
{
self->NPC_type = "remote_sp";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Seeker (1 0 0) (-4 -4 -24) (4 4 8) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Seeker Droid - floating round droids that shadow troopers spawn
*/
void SP_NPC_Droid_Seeker( gentity_t *self)
{
self->NPC_type = "seeker";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Sentry (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun turrets
*/
void SP_NPC_Droid_Sentry( gentity_t *self)
{
self->NPC_type = "sentry";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Gonk (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land crawler, walking around talking to itself.
NOTARGET by default
*/
void SP_NPC_Droid_Gonk( gentity_t *self)
{
self->NPC_type = "gonk";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Mouse (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled at it and it backed up and ran away.
NOTARGET by default
*/
void SP_NPC_Droid_Mouse( gentity_t *self)
{
self->NPC_type = "mouse";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_R2D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
R2D2 Droid - you probably know this one already.
NOTARGET by default
*/
void SP_NPC_Droid_R2D2( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "r2d2_imp";
}
else
{
self->NPC_type = "r2d2";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_R5D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
ALWAYSDIE - won't go into spinning zombie AI when at low health.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad motivator, and they took R2D2 instead.
NOTARGET by default
*/
void SP_NPC_Droid_R5D2( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "r5d2_imp";
}
else
{
self->NPC_type = "r5d2";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Protocol (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
NOTARGET by default
*/
void SP_NPC_Droid_Protocol( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "protocol_imp";
}
else
{
self->NPC_type = "protocol";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Assassin (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_Assassin( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "assassin_droid";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Droid_Saber (1 0 0) (-12 -12 -24) (12 12 40) TRAINING x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_Saber( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "saber_droid_training";
}
else
{
self->NPC_type = "saber_droid";
}
}
SP_NPC_spawner( self );
}
//NPC console commands
/*
NPC_Spawn_f
*/
static void NPC_Spawn_f(void)
{
gentity_t *NPCspawner = G_Spawn();
vec3_t forward, end;
trace_t trace;
qboolean isVehicle = qfalse;
if(!NPCspawner)
{
gi.Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
return;
}
NPCspawner->e_ThinkFunc = thinkF_G_FreeEntity;
NPCspawner->nextthink = level.time + FRAMETIME;
char *npc_type = gi.argv( 2 );
if (!npc_type || !npc_type[0] )
{
gi.Printf( S_COLOR_RED"Error, expected:\n NPC spawn [NPC type (from NCPCs.cfg)]\n" );
return;
}
if ( !Q_stricmp( "vehicle", npc_type ) )
{//spawning a vehicle
isVehicle = qtrue;
npc_type = gi.argv( 3 );
if (!npc_type || !npc_type[0] )
{
gi.Printf( S_COLOR_RED"Error, expected:\n NPC spawn vehicle [NPC type (from NCPCs.cfg)]\n" );
return;
}
}
//Spawn it at spot of first player
//FIXME: will gib them!
AngleVectors(g_entities[0].client->ps.viewangles, forward, NULL, NULL);
VectorNormalize(forward);
VectorMA(g_entities[0].currentOrigin, 64, forward, end);
gi.trace(&trace, g_entities[0].currentOrigin, NULL, NULL, end, 0, MASK_SOLID, (EG2_Collision)0, 0);
VectorCopy(trace.endpos, end);
end[2] -= 24;
gi.trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID, (EG2_Collision)0, 0);
VectorCopy(trace.endpos, end);
end[2] += 24;
G_SetOrigin(NPCspawner, end);
VectorCopy(NPCspawner->currentOrigin, NPCspawner->s.origin);
//set the yaw so that they face away from player
NPCspawner->s.angles[1] = g_entities[0].client->ps.viewangles[1];
gi.linkentity(NPCspawner);
NPCspawner->NPC_type = Q_strlwr( G_NewString( npc_type ) );
NPCspawner->NPC_targetname = G_NewString(gi.argv( 3 ));
NPCspawner->count = 1;
NPCspawner->delay = 0;
NPCspawner->wait = 500;
//NPCspawner->spawnflags |= SFB_NOTSOLID;
//NPCspawner->playerTeam = TEAM_FREE;
//NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
if ( isVehicle )
{//must let NPC spawn func know this is a vehicle we're trying to spawn
NPCspawner->classname = "NPC_Vehicle";
}
NPC_PrecacheByClassName(NPCspawner->NPC_type);
if ( !Q_stricmp( "kyle_boss", NPCspawner->NPC_type ))
{//bah
NPCspawner->spawnflags |= 1;
}
if ( !Q_stricmp( "key", NPCspawner->NPC_type ))
{//bah
NPCspawner->message = "key";
NPCspawner->NPC_type = "imperial";
}
if ( !Q_stricmp( "jedi_random", NPCspawner->NPC_type ) )
{//special case, for testing
NPCspawner->NPC_type = NULL;
NPCspawner->spawnflags |= 4;
SP_NPC_Jedi( NPCspawner );
}
else if ( isVehicle )
{
SP_NPC_Vehicle( NPCspawner );
}
else
{
NPC_Spawn( NPCspawner, NPCspawner, NPCspawner );
}
}
/*
NPC_Kill_f
*/
void NPC_Kill_f( void )
{
int n;
gentity_t *player;
char *name;
team_t killTeam = TEAM_FREE;
qboolean killNonSF = qfalse;
name = gi.argv( 2 );
if ( !*name || !name[0] )
{
gi.Printf( S_COLOR_RED"Error, Expected:\n");
gi.Printf( S_COLOR_RED"NPC kill '[NPC targetname]' - kills NPCs with certain targetname\n" );
gi.Printf( S_COLOR_RED"or\n" );
gi.Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
gi.Printf( S_COLOR_RED"or\n" );
gi.Printf( S_COLOR_RED"NPC team '[teamname]' - kills all NPCs of a certain team ('nonally' is all but your allies)\n" );
return;
}
if ( Q_stricmp( "team", name ) == 0 )
{
name = gi.argv( 3 );
if ( !*name || !name[0] )
{
gi.Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
}
gi.Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
return;
}
if ( Q_stricmp( "nonally", name ) == 0 )
{
killNonSF = qtrue;
}
else
{
killTeam = (team_t)GetIDForString( TeamTable, name );
if ( killTeam == (team_t)-1 )
{
gi.Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
}
gi.Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
return;
}
}
}
for ( n = 1; n < ENTITYNUM_MAX_NORMAL; n++)
{
player = &g_entities[n];
if (!player->inuse) {
continue;
}
if ( killNonSF )
{
if ( player )
{
if ( player->client )
{
if ( player->client->playerTeam != TEAM_PLAYER )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
/*
if ( (player->flags&FL_UNDYING) )
{
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
}
else
*/
{
player->health = 0;
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
}
}
}
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
{//A spawner, remove it
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s with NPC named %s\n", player->NPC_type, player->NPC_targetname );
G_FreeEntity( player );
//FIXME: G_UseTargets2(player, player, player->NPC_target & player->target);?
}
}
}
else if ( player && player->NPC && player->client )
{
if ( killTeam != TEAM_FREE )
{
if ( player->client->playerTeam == killTeam )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
/*
if ( (player->flags&FL_UNDYING) )
{
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
}
else
*/
{
player->health = 0;
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
}
}
}
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|| Q_stricmp( name, "all" ) == 0 )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->client->ps.stats[STAT_HEALTH] = 0;
/*
if ( (player->flags&FL_UNDYING) )
{
G_Damage( player, NULL, NULL, NULL, NULL, player->health+10000, 0, MOD_UNKNOWN );
}
else
*/
{
player->health = 0;
GEntity_DieFunc(player, player, player, 100, MOD_UNKNOWN);
}
}
}
else if ( player && (player->svFlags&SVF_NPC_PRECACHE) )
{//a spawner
if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|| Q_stricmp( name, "all" ) == 0 )
{
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s named %s\n", player->NPC_type, player->targetname );
G_FreeEntity( player );
}
}
}
}
void NPC_PrintScore( gentity_t *ent )
{
gi.Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
}
/*
Svcmd_NPC_f
parse and dispatch bot commands
*/
qboolean showBBoxes = qfalse;
void Svcmd_NPC_f( void )
{
char *cmd;
cmd = gi.argv( 1 );
if ( !*cmd )
{
gi.Printf( "Valid NPC commands are:\n" );
gi.Printf( " spawn [NPC type (from *.npc files)]\n" );
gi.Printf( " spawn vehicle [NPC type (from *.npc files, only for NPCs that are CLASS_VEHICLE and have a .veh file)]\n" );
gi.Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
gi.Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
gi.Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
}
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
{
NPC_Spawn_f();
}
else if ( Q_stricmp( cmd, "kill" ) == 0 )
{
NPC_Kill_f();
}
else if ( Q_stricmp( cmd, "showbounds" ) == 0 )
{//Toggle on and off
showBBoxes = showBBoxes ? qfalse : qtrue;
}
else if ( Q_stricmp ( cmd, "score" ) == 0 )
{
char *cmd2 = gi.argv(2);
gentity_t *ent = NULL;
if ( !cmd2 || !cmd2[0] )
{//Show the score for all NPCs
gi.Printf( "SCORE LIST:\n" );
for ( int i = 0; i < ENTITYNUM_WORLD; i++ )
{
ent = &g_entities[i];
if ( !ent || !ent->client )
{
continue;
}
NPC_PrintScore( ent );
}
}
else
{
if ( (ent = G_Find( NULL, FOFS(targetname), cmd2 )) != NULL && ent->client )
{
NPC_PrintScore( ent );
}
else
{
gi.Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
}
}
}
}