mirror of
https://github.com/DrBeef/JKXR.git
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643 lines
15 KiB
C
643 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "b_local.h"
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//static void R5D2_LookAround( void );
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float NPC_GetPainChance( gentity_t *self, int damage );
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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#define TURN_OFF 0x00000100
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//Local state enums
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enum
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{
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LSTATE_NONE = 0,
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LSTATE_BACKINGUP,
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LSTATE_SPINNING,
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LSTATE_PAIN,
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LSTATE_DROP
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};
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/*
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-------------------------
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R2D2_PartsMove
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-------------------------
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*/
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void R2D2_PartsMove(void)
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{
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// Front 'eye' lense
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if ( TIMER_Done(NPCS.NPC,"eyeDelay") )
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{
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NPCS.NPC->pos1[1] = AngleNormalize360( NPCS.NPC->pos1[1]);
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NPCS.NPC->pos1[0]+=Q_irand( -20, 20 ); // Roll
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NPCS.NPC->pos1[1]=Q_irand( -20, 20 );
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NPCS.NPC->pos1[2]=Q_irand( -20, 20 );
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/*
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if (NPC->genericBone1)
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{
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trap->G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
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}
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*/
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NPC_SetBoneAngles(NPCS.NPC, "f_eye", NPCS.NPC->pos1);
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TIMER_Set( NPCS.NPC, "eyeDelay", Q_irand( 100, 1000 ) );
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}
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}
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/*
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-------------------------
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NPC_BSDroid_Idle
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-------------------------
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*/
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void Droid_Idle( void )
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{
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// VectorCopy( NPCInfo->investigateGoal, lookPos );
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// NPC_FacePosition( lookPos );
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}
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/*
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-------------------------
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R2D2_TurnAnims
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-------------------------
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*/
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void R2D2_TurnAnims ( void )
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{
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float turndelta;
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int anim;
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turndelta = AngleDelta(NPCS.NPC->r.currentAngles[YAW], NPCS.NPCInfo->desiredYaw);
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if ((fabs(turndelta) > 20) && ((NPCS.NPC->client->NPC_class == CLASS_R2D2) || (NPCS.NPC->client->NPC_class == CLASS_R5D2)))
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{
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anim = NPCS.NPC->client->ps.legsAnim;
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if (turndelta<0)
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{
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if (anim != BOTH_TURN_LEFT1)
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{
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NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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else
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{
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if (anim != BOTH_TURN_RIGHT1)
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{
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NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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}
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else
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{
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NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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/*
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-------------------------
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Droid_Patrol
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-------------------------
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*/
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void Droid_Patrol( void )
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{
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NPCS.NPC->pos1[1] = AngleNormalize360( NPCS.NPC->pos1[1]);
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if ( NPCS.NPC->client && NPCS.NPC->client->NPC_class != CLASS_GONK )
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{
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if (NPCS.NPC->client->NPC_class != CLASS_R5D2)
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{ //he doesn't have an eye.
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R2D2_PartsMove(); // Get his eye moving.
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}
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R2D2_TurnAnims();
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}
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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NPCS.ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_MOUSE )
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{
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NPCS.NPCInfo->desiredYaw += sin(level.time*.5) * 25; // Weaves side to side a little
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if (TIMER_Done(NPCS.NPC,"patrolNoise"))
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{
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G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav", Q_irand(1, 3)) );
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TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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else if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_R2D2 )
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{
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if (TIMER_Done(NPCS.NPC,"patrolNoise"))
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{
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G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav", Q_irand(1, 3)) );
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TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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else if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_R5D2 )
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{
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if (TIMER_Done(NPCS.NPC,"patrolNoise"))
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{
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G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav", Q_irand(1, 4)) );
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TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_GONK )
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{
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if (TIMER_Done(NPCS.NPC,"patrolNoise"))
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{
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G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav", Q_irand(1, 2)) );
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TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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// else
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// {
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// R5D2_LookAround();
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// }
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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Droid_Run
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-------------------------
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*/
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void Droid_Run( void )
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{
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R2D2_PartsMove();
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if ( NPCS.NPCInfo->localState == LSTATE_BACKINGUP )
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{
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NPCS.ucmd.forwardmove = -127;
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NPCS.NPCInfo->desiredYaw += 5;
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NPCS.NPCInfo->localState = LSTATE_NONE; // So he doesn't constantly backup.
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}
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else
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{
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NPCS.ucmd.forwardmove = 64;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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if (NPC_MoveToGoal( qfalse ))
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{
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NPCS.NPCInfo->desiredYaw += sin(level.time*.5) * 5; // Weaves side to side a little
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}
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}
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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void Droid_Spin( void )
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-------------------------
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*/
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void Droid_Spin( void )
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{
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vec3_t dir = {0,0,1};
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R2D2_TurnAnims();
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// Head is gone, spin and spark
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if ( NPCS.NPC->client->NPC_class == CLASS_R5D2
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|| NPCS.NPC->client->NPC_class == CLASS_R2D2 )
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{
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// No head?
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if (trap->G2API_GetSurfaceRenderStatus( NPCS.NPC->ghoul2, 0, "head" )>0)
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{
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if (TIMER_Done(NPCS.NPC,"smoke") && !TIMER_Done(NPCS.NPC,"droidsmoketotal"))
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{
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TIMER_Set( NPCS.NPC, "smoke", 100);
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G_PlayEffectID( G_EffectIndex("volumetric/droid_smoke") , NPCS.NPC->r.currentOrigin,dir);
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}
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if (TIMER_Done(NPCS.NPC,"droidspark"))
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{
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TIMER_Set( NPCS.NPC, "droidspark", Q_irand(100,500));
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G_PlayEffectID( G_EffectIndex("sparks/spark"), NPCS.NPC->r.currentOrigin,dir);
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}
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NPCS.ucmd.forwardmove = Q_irand( -64, 64);
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if (TIMER_Done(NPCS.NPC,"roam"))
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{
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TIMER_Set( NPCS.NPC, "roam", Q_irand( 250, 1000 ) );
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NPCS.NPCInfo->desiredYaw = Q_irand( 0, 360 ); // Go in random directions
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}
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}
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else
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{
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if (TIMER_Done(NPCS.NPC,"roam"))
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{
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NPCS.NPCInfo->localState = LSTATE_NONE;
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}
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else
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{
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NPCS.NPCInfo->desiredYaw = AngleNormalize360(NPCS.NPCInfo->desiredYaw + 40); // Spin around
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}
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}
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}
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else
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{
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if (TIMER_Done(NPCS.NPC,"roam"))
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{
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NPCS.NPCInfo->localState = LSTATE_NONE;
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}
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else
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{
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NPCS.NPCInfo->desiredYaw = AngleNormalize360(NPCS.NPCInfo->desiredYaw + 40); // Spin around
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}
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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NPC_BSDroid_Pain
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-------------------------
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*/
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void NPC_Droid_Pain(gentity_t *self, gentity_t *attacker, int damage)
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{
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gentity_t *other = attacker;
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int anim;
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int mod = gPainMOD;
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float pain_chance;
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VectorCopy( self->NPC->lastPathAngles, self->s.angles );
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if ( self->client->NPC_class == CLASS_R5D2 )
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{
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pain_chance = NPC_GetPainChance( self, damage );
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// Put it in pain
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if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || Q_flrand(0.0f, 1.0f) < pain_chance ) // Spin around in pain? Demp2 always does this
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{
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// Health is between 0-30 or was hit by a DEMP2 so pop his head
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if ( !self->s.m_iVehicleNum
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&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
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{
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if (!(self->spawnflags & 2)) // Doesn't have to ALWAYSDIE
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{
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if ((self->NPC->localState != LSTATE_SPINNING) &&
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(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
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{
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NPC_SetSurfaceOnOff( self, "head", TURN_OFF );
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if ( self->client->ps.m_iVehicleNum )
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{
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vec3_t up;
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AngleVectors( self->r.currentAngles, NULL, NULL, up );
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G_PlayEffectID( G_EffectIndex("chunks/r5d2head_veh"), self->r.currentOrigin, up );
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}
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else
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{
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G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
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G_PlayEffectID( G_EffectIndex("chunks/r5d2head"), self->r.currentOrigin, vec3_origin );
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}
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//self->s.powerups |= ( 1 << PW_SHOCKED );
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//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
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self->client->ps.electrifyTime = level.time + 3000;
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TIMER_Set( self, "droidsmoketotal", 5000);
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TIMER_Set( self, "droidspark", 100);
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self->NPC->localState = LSTATE_SPINNING;
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}
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}
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}
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// Just give him normal pain for a little while
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else
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{
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anim = self->client->ps.legsAnim;
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if ( anim == BOTH_STAND2 ) // On two legs?
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{
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anim = BOTH_PAIN1;
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}
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else // On three legs
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{
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anim = BOTH_PAIN2;
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}
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NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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// Spin around in pain
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self->NPC->localState = LSTATE_SPINNING;
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TIMER_Set( self, "roam", Q_irand(1000,2000));
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}
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}
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}
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else if (self->client->NPC_class == CLASS_MOUSE)
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{
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if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
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{
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self->NPC->localState = LSTATE_SPINNING;
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//self->s.powerups |= ( 1 << PW_SHOCKED );
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//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
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self->client->ps.electrifyTime = level.time + 3000;
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}
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else
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{
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self->NPC->localState = LSTATE_BACKINGUP;
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}
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self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
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}
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else if (self->client->NPC_class == CLASS_R2D2)
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{
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pain_chance = NPC_GetPainChance( self, damage );
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if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || Q_flrand(0.0f, 1.0f) < pain_chance ) // Spin around in pain? Demp2 always does this
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{
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// Health is between 0-30 or was hit by a DEMP2 so pop his head
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if ( !self->s.m_iVehicleNum
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&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
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{
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if (!(self->spawnflags & 2)) // Doesn't have to ALWAYSDIE
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{
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if ((self->NPC->localState != LSTATE_SPINNING) &&
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(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
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{
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NPC_SetSurfaceOnOff( self, "head", TURN_OFF );
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if ( self->client->ps.m_iVehicleNum )
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{
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vec3_t up;
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AngleVectors( self->r.currentAngles, NULL, NULL, up );
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G_PlayEffectID( G_EffectIndex("chunks/r2d2head_veh"), self->r.currentOrigin, up );
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}
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else
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{
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G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
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G_PlayEffectID( G_EffectIndex("chunks/r2d2head"), self->r.currentOrigin, vec3_origin );
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}
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//self->s.powerups |= ( 1 << PW_SHOCKED );
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//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
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self->client->ps.electrifyTime = level.time + 3000;
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TIMER_Set( self, "droidsmoketotal", 5000);
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TIMER_Set( self, "droidspark", 100);
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self->NPC->localState = LSTATE_SPINNING;
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}
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}
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}
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// Just give him normal pain for a little while
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else
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{
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anim = self->client->ps.legsAnim;
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if ( anim == BOTH_STAND2 ) // On two legs?
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{
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anim = BOTH_PAIN1;
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}
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else // On three legs
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{
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anim = BOTH_PAIN2;
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}
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NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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// Spin around in pain
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self->NPC->localState = LSTATE_SPINNING;
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TIMER_Set( self, "roam", Q_irand(1000,2000));
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}
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}
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}
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else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
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{
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vec3_t dir;
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VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
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VectorNormalize( dir );
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VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
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self->client->ps.velocity[2] -= 127;
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}
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NPC_Pain( self, attacker, damage);
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}
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/*
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-------------------------
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Droid_Pain
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-------------------------
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*/
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void Droid_Pain(void)
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{
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if (TIMER_Done(NPCS.NPC,"droidpain")) //He's done jumping around
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{
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NPCS.NPCInfo->localState = LSTATE_NONE;
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}
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}
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/*
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-------------------------
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NPC_Mouse_Precache
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-------------------------
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*/
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void NPC_Mouse_Precache( void )
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{
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int i;
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for (i = 1; i < 4; i++)
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{
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G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) );
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}
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G_EffectIndex( "env/small_explode" );
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G_SoundIndex( "sound/chars/mouse/misc/death1" );
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G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );
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}
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/*
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-------------------------
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NPC_R5D2_Precache
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-------------------------
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*/
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void NPC_R5D2_Precache(void)
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{
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int i;
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|
|
for ( i = 1; i < 5; i++)
|
|
{
|
|
G_SoundIndex( va( "sound/chars/r5d2/misc/r5talk%d.wav", i ) );
|
|
}
|
|
//G_SoundIndex( "sound/chars/r5d2/misc/falling1.wav" );
|
|
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??
|
|
G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" );
|
|
G_EffectIndex( "env/med_explode");
|
|
G_EffectIndex( "volumetric/droid_smoke" );
|
|
G_EffectIndex("sparks/spark");
|
|
G_EffectIndex( "chunks/r5d2head");
|
|
G_EffectIndex( "chunks/r5d2head_veh");
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_R2D2_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_R2D2_Precache(void)
|
|
{
|
|
int i;
|
|
|
|
for ( i = 1; i < 4; i++)
|
|
{
|
|
G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) );
|
|
}
|
|
//G_SoundIndex( "sound/chars/r2d2/misc/falling1.wav" );
|
|
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??
|
|
G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );
|
|
G_EffectIndex( "env/med_explode");
|
|
G_EffectIndex( "volumetric/droid_smoke" );
|
|
G_EffectIndex("sparks/spark");
|
|
G_EffectIndex( "chunks/r2d2head");
|
|
G_EffectIndex( "chunks/r2d2head_veh");
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Gonk_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_Gonk_Precache( void )
|
|
{
|
|
G_SoundIndex("sound/chars/gonk/misc/gonktalk1.wav");
|
|
G_SoundIndex("sound/chars/gonk/misc/gonktalk2.wav");
|
|
|
|
G_SoundIndex("sound/chars/gonk/misc/death1.wav");
|
|
G_SoundIndex("sound/chars/gonk/misc/death2.wav");
|
|
G_SoundIndex("sound/chars/gonk/misc/death3.wav");
|
|
|
|
G_EffectIndex( "env/med_explode");
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Protocol_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_Protocol_Precache( void )
|
|
{
|
|
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );
|
|
G_EffectIndex( "env/med_explode");
|
|
}
|
|
|
|
/*
|
|
static void R5D2_OffsetLook( float offset, vec3_t out )
|
|
{
|
|
vec3_t angles, forward, temp;
|
|
|
|
GetAnglesForDirection( NPC->r.currentOrigin, NPCInfo->investigateGoal, angles );
|
|
angles[YAW] += offset;
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
VectorMA( NPC->r.currentOrigin, 64, forward, out );
|
|
|
|
CalcEntitySpot( NPC, SPOT_HEAD, temp );
|
|
out[2] = temp[2];
|
|
}
|
|
*/
|
|
|
|
/*
|
|
-------------------------
|
|
R5D2_LookAround
|
|
-------------------------
|
|
*/
|
|
/*
|
|
static void R5D2_LookAround( void )
|
|
{
|
|
vec3_t lookPos;
|
|
float perc = (float) ( level.time - NPCInfo->pauseTime ) / (float) NPCInfo->investigateDebounceTime;
|
|
|
|
//Keep looking at the spot
|
|
if ( perc < 0.25 )
|
|
{
|
|
VectorCopy( NPCInfo->investigateGoal, lookPos );
|
|
}
|
|
else if ( perc < 0.5f ) //Look up but straight ahead
|
|
{
|
|
R5D2_OffsetLook( 0.0f, lookPos );
|
|
}
|
|
else if ( perc < 0.75f ) //Look right
|
|
{
|
|
R5D2_OffsetLook( 45.0f, lookPos );
|
|
}
|
|
else //Look left
|
|
{
|
|
R5D2_OffsetLook( -45.0f, lookPos );
|
|
}
|
|
|
|
NPC_FacePosition( lookPos );
|
|
}
|
|
|
|
*/
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSDroid_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSDroid_Default( void )
|
|
{
|
|
|
|
if ( NPCS.NPCInfo->localState == LSTATE_SPINNING )
|
|
{
|
|
Droid_Spin();
|
|
}
|
|
else if ( NPCS.NPCInfo->localState == LSTATE_PAIN )
|
|
{
|
|
Droid_Pain();
|
|
}
|
|
else if ( NPCS.NPCInfo->localState == LSTATE_DROP )
|
|
{
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
NPCS.ucmd.upmove = Q_flrand(-1.0f, 1.0f) * 64;
|
|
}
|
|
else if ( NPCS.NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Droid_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Droid_Run();
|
|
}
|
|
}
|