kingpin-sdk/gamesrc/ai_bum_sit.c

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23 KiB
C
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2000-03-27 00:00:00 +00:00
#include "g_local.h"
#include "ai_bum_sit.h"
#include "voice_punk.h"
void bum_sit_talk (edict_t *self);
void bum_sit_end_sit (edict_t *self);
void bum_talk_think( edict_t *self );
void ai_stand_onfire (edict_t *self, float dist);
mframe_t bum_sit_frames_amb_sit[] =
{
ai_stand, 0.000, bum_talk_think, // frame 0
ai_stand, 0.000, bum_talk_think, // frame 1
ai_stand, 0.000, bum_talk_think, // frame 2
ai_stand, 0.000, bum_talk_think, // frame 3
ai_stand, 0.000, bum_talk_think, // frame 4
ai_stand, 0.000, bum_talk_think, // frame 5
ai_stand, 0.000, bum_talk_think, // frame 6
ai_stand, 0.000, bum_talk_think, // frame 7
ai_stand, 0.000, bum_talk_think, // frame 8
ai_stand, 0.000, bum_talk_think, // frame 9
ai_stand, 0.000, bum_talk_think, // frame 10
ai_stand, 0.000, bum_talk_think, // frame 11
ai_stand, 0.000, bum_talk_think, // frame 12
ai_stand, 0.000, bum_talk_think, // frame 13
ai_stand, 0.000, bum_talk_think, // frame 14
ai_stand, 0.000, bum_talk_think, // frame 15
ai_stand, 0.000, bum_talk_think, // frame 16
ai_stand, 0.000, bum_talk_think, // frame 17
ai_stand, 0.000, bum_talk_think, // frame 18
ai_stand, 0.000, bum_talk_think, // frame 19
ai_stand, 0.000, bum_talk_think, // frame 20
ai_stand, 0.000, bum_talk_think, // frame 21
ai_stand, 0.000, bum_talk_think, // frame 22
ai_stand, 0.000, bum_talk_think, // frame 23
ai_stand, 0.000, bum_talk_think, // frame 24
ai_stand, 0.000, bum_talk_think, // frame 25
ai_stand, 0.000, bum_talk_think, // frame 26
ai_stand, 0.000, bum_talk_think, // frame 27
ai_stand, 0.000, bum_talk_think, // frame 28
ai_stand, 0.000, bum_talk_think, // frame 29
ai_stand, 0.000, bum_talk_think, // frame 30
ai_stand, 0.000, bum_talk_think, // frame 31
ai_stand, 0.000, bum_talk_think, // frame 32
ai_stand, 0.000, bum_talk_think, // frame 33
ai_stand, 0.000, bum_talk_think, // frame 34
ai_stand, 0.000, bum_talk_think, // frame 35
ai_stand, 0.000, bum_talk_think, // frame 36
ai_stand, 0.000, bum_talk_think, // frame 37
ai_stand, 0.000, bum_talk_think, // frame 38
ai_stand, 0.000, bum_talk_think, // frame 39
ai_stand, 0.000, bum_talk_think, // frame 40
ai_stand, 0.000, bum_talk_think, // frame 41
ai_stand, 0.000, bum_talk_think, // frame 42
ai_stand, 0.000, bum_talk_think, // frame 43
ai_stand, 0.000, bum_talk_think, // frame 44
ai_stand, 0.000, bum_talk_think, // frame 45
ai_stand, 0.000, bum_talk_think, // frame 46
ai_stand, 0.000, bum_talk_think, // frame 47
ai_stand, 0.000, bum_talk_think, // frame 48
ai_stand, 0.000, bum_talk_think, // frame 49
ai_stand, 0.000, bum_talk_think, // frame 50
ai_stand, 0.000, bum_talk_think, // frame 51
};
mmove_t bum_sit_move_amb_sit = {FRAME_amb_sit_01, FRAME_amb_sit_52, bum_sit_frames_amb_sit, bum_sit_end_sit};
mframe_t bum_sit_frames_leg_shuf[] =
{
ai_stand, 0.000, bum_talk_think, // frame 0
ai_stand, 0.000, bum_talk_think, // frame 1
ai_stand, 0.000, bum_talk_think, // frame 2
ai_stand, 0.000, bum_talk_think, // frame 3
ai_stand, 0.000, bum_talk_think, // frame 4
ai_stand, 0.000, bum_talk_think, // frame 5
ai_stand, 0.000, bum_talk_think, // frame 6
ai_stand, 0.000, bum_talk_think, // frame 7
ai_stand, 0.000, bum_talk_think, // frame 8
ai_stand, 0.000, bum_talk_think, // frame 9
ai_stand, 0.000, bum_talk_think, // frame 10
ai_stand, 0.000, bum_talk_think, // frame 11
ai_stand, 0.000, bum_talk_think, // frame 12
ai_stand, 0.000, bum_talk_think, // frame 13
ai_stand, 0.000, bum_talk_think, // frame 14
ai_stand, 0.000, bum_talk_think, // frame 15
ai_stand, 0.000, bum_talk_think, // frame 16
ai_stand, 0.000, bum_talk_think, // frame 17
ai_stand, 0.000, bum_talk_think, // frame 18
ai_stand, 0.000, bum_talk_think, // frame 19
ai_stand, 0.000, bum_talk_think, // frame 20
ai_stand, 0.000, bum_talk_think, // frame 21
ai_stand, 0.000, bum_talk_think, // frame 22
ai_stand, 0.000, bum_talk_think, // frame 23
ai_stand, 0.000, bum_talk_think, // frame 24
ai_stand, 0.000, bum_talk_think, // frame 25
ai_stand, 0.000, bum_talk_think, // frame 26
ai_stand, 0.000, bum_talk_think, // frame 27
ai_stand, 0.000, bum_talk_think, // frame 28
ai_stand, 0.000, bum_talk_think, // frame 29
ai_stand, 0.000, bum_talk_think, // frame 30
ai_stand, 0.000, bum_talk_think, // frame 31
ai_stand, 0.000, bum_talk_think, // frame 32
};
mmove_t bum_sit_move_leg_shuf = {FRAME_leg_shuf_01, FRAME_leg_shuf_33, bum_sit_frames_leg_shuf, bum_sit_end_sit};
mframe_t bum_sit_frames_swat_fly[] =
{
ai_stand, 0.000, bum_talk_think, // frame 0
ai_stand, 0.000, bum_talk_think, // frame 1
ai_stand, 0.000, bum_talk_think, // frame 2
ai_stand, 0.000, bum_talk_think, // frame 3
ai_stand, 0.000, bum_talk_think, // frame 4
ai_stand, 0.000, bum_talk_think, // frame 5
ai_stand, 0.000, bum_talk_think, // frame 6
ai_stand, 0.000, bum_talk_think, // frame 7
ai_stand, 0.000, bum_talk_think, // frame 8
ai_stand, 0.000, bum_talk_think, // frame 9
ai_stand, 0.000, bum_talk_think, // frame 10
ai_stand, 0.000, bum_talk_think, // frame 11
ai_stand, 0.000, bum_talk_think, // frame 12
ai_stand, 0.000, bum_talk_think, // frame 13
ai_stand, 0.000, bum_talk_think, // frame 14
ai_stand, 0.000, bum_talk_think, // frame 15
ai_stand, 0.000, bum_talk_think, // frame 16
ai_stand, 0.000, bum_talk_think, // frame 17
ai_stand, 0.000, bum_talk_think, // frame 18
ai_stand, 0.000, bum_talk_think, // frame 19
ai_stand, 0.000, bum_talk_think, // frame 20
ai_stand, 0.000, bum_talk_think, // frame 21
ai_stand, 0.000, bum_talk_think, // frame 22
ai_stand, 0.000, bum_talk_think, // frame 23
ai_stand, 0.000, bum_talk_think, // frame 24
ai_stand, 0.000, bum_talk_think, // frame 25
ai_stand, 0.000, bum_talk_think, // frame 26
ai_stand, 0.000, bum_talk_think, // frame 27
ai_stand, 0.000, bum_talk_think, // frame 28
ai_stand, 0.000, bum_talk_think, // frame 29
ai_stand, 0.000, bum_talk_think, // frame 30
ai_stand, 0.000, bum_talk_think, // frame 31
ai_stand, 0.000, bum_talk_think, // frame 32
ai_stand, 0.000, bum_talk_think, // frame 33
ai_stand, 0.000, bum_talk_think, // frame 34
ai_stand, 0.000, bum_talk_think, // frame 35
ai_stand, 0.000, bum_talk_think, // frame 36
ai_stand, 0.000, bum_talk_think, // frame 37
ai_stand, 0.000, bum_talk_think, // frame 38
ai_stand, 0.000, bum_talk_think, // frame 39
ai_stand, 0.000, bum_talk_think, // frame 40
ai_stand, 0.000, bum_talk_think, // frame 41
ai_stand, 0.000, bum_talk_think, // frame 42
ai_stand, 0.000, bum_talk_think, // frame 43
ai_stand, 0.000, bum_talk_think, // frame 44
ai_stand, 0.000, bum_talk_think, // frame 45
ai_stand, 0.000, bum_talk_think, // frame 46
ai_stand, 0.000, bum_talk_think, // frame 47
ai_stand, 0.000, bum_talk_think, // frame 48
ai_stand, 0.000, bum_talk_think, // frame 49
ai_stand, 0.000, bum_talk_think, // frame 50
ai_stand, 0.000, bum_talk_think, // frame 51
ai_stand, 0.000, bum_talk_think, // frame 52
ai_stand, 0.000, bum_talk_think, // frame 53
ai_stand, 0.000, bum_talk_think, // frame 54
};
mmove_t bum_sit_move_swat_fly = {FRAME_swat_fly_01, FRAME_swat_fly_55, bum_sit_frames_swat_fly, bum_sit_end_sit};
mframe_t bum_sit_frames_swat_fly_onfire[] =
{
ai_stand_onfire, 0.000, NULL, // frame 0
ai_stand_onfire, 0.000, NULL, // frame 1
ai_stand_onfire, 0.000, NULL, // frame 2
ai_stand_onfire, 0.000, NULL, // frame 3
ai_stand_onfire, 0.000, NULL, // frame 4
ai_stand_onfire, 0.000, NULL, // frame 5
ai_stand_onfire, 0.000, NULL, // frame 6
ai_stand_onfire, 0.000, NULL, // frame 7
ai_stand_onfire, 0.000, NULL, // frame 8
ai_stand_onfire, 0.000, NULL, // frame 9
ai_stand_onfire, 0.000, NULL, // frame 10
ai_stand_onfire, 0.000, NULL, // frame 11
ai_stand_onfire, 0.000, NULL, // frame 12
ai_stand_onfire, 0.000, NULL, // frame 13
ai_stand_onfire, 0.000, NULL, // frame 14
ai_stand_onfire, 0.000, NULL, // frame 15
ai_stand_onfire, 0.000, NULL, // frame 16
ai_stand_onfire, 0.000, NULL, // frame 17
ai_stand_onfire, 0.000, NULL, // frame 18
ai_stand_onfire, 0.000, NULL, // frame 19
ai_stand_onfire, 0.000, NULL, // frame 20
ai_stand_onfire, 0.000, NULL, // frame 21
ai_stand_onfire, 0.000, NULL, // frame 22
ai_stand_onfire, 0.000, NULL, // frame 23
ai_stand_onfire, 0.000, NULL, // frame 24
ai_stand_onfire, 0.000, NULL, // frame 25
ai_stand_onfire, 0.000, NULL, // frame 26
ai_stand_onfire, 0.000, NULL, // frame 27
ai_stand_onfire, 0.000, NULL, // frame 28
ai_stand_onfire, 0.000, NULL, // frame 29
ai_stand_onfire, 0.000, NULL, // frame 30
ai_stand_onfire, 0.000, NULL, // frame 31
ai_stand_onfire, 0.000, NULL, // frame 32
ai_stand_onfire, 0.000, NULL, // frame 33
ai_stand_onfire, 0.000, NULL, // frame 34
ai_stand_onfire, 0.000, NULL, // frame 35
ai_stand_onfire, 0.000, NULL, // frame 36
ai_stand_onfire, 0.000, NULL, // frame 37
ai_stand_onfire, 0.000, NULL, // frame 38
ai_stand_onfire, 0.000, NULL, // frame 39
ai_stand_onfire, 0.000, NULL, // frame 40
ai_stand_onfire, 0.000, NULL, // frame 41
ai_stand_onfire, 0.000, NULL, // frame 42
ai_stand_onfire, 0.000, NULL, // frame 43
ai_stand_onfire, 0.000, NULL, // frame 44
ai_stand_onfire, 0.000, NULL, // frame 45
ai_stand_onfire, 0.000, NULL, // frame 46
ai_stand_onfire, 0.000, NULL, // frame 47
ai_stand_onfire, 0.000, NULL, // frame 48
ai_stand_onfire, 0.000, NULL, // frame 49
ai_stand_onfire, 0.000, NULL, // frame 50
ai_stand_onfire, 0.000, NULL, // frame 51
ai_stand_onfire, 0.000, NULL, // frame 52
ai_stand_onfire, 0.000, NULL, // frame 53
ai_stand_onfire, 0.000, NULL, // frame 54
};
mmove_t bum_sit_move_swat_fly_onfire = {FRAME_swat_fly_01, FRAME_swat_fly_55, bum_sit_frames_swat_fly_onfire, NULL};
mframe_t bum_sit_frames_cough_l[] =
{
/*ai_stand*/ NULL, 0.000, NULL, // frame 0
/*ai_stand*/ NULL, 0.000, NULL, // frame 1
/*ai_stand*/ NULL, 0.000, NULL, // frame 2
/*ai_stand*/ NULL, 0.000, NULL, // frame 3
/*ai_stand*/ NULL, 0.000, NULL, // frame 4
/*ai_stand*/ NULL, 0.000, NULL, // frame 5
/*ai_stand*/ NULL, 0.000, NULL, // frame 6
/*ai_stand*/ NULL, 0.000, NULL, // frame 7
/*ai_stand*/ NULL, 0.000, NULL, // frame 8
/*ai_stand*/ NULL, 0.000, NULL, // frame 9
/*ai_stand*/ NULL, 0.000, NULL, // frame 10
/*ai_stand*/ NULL, 0.000, NULL, // frame 11
/*ai_stand*/ NULL, 0.000, NULL, // frame 12
/*ai_stand*/ NULL, 0.000, NULL, // frame 13
/*ai_stand*/ NULL, 0.000, NULL, // frame 14
/*ai_stand*/ NULL, 0.000, NULL, // frame 15
/*ai_stand*/ NULL, 0.000, NULL, // frame 16
/*ai_stand*/ NULL, 0.000, NULL, // frame 17
/*ai_stand*/ NULL, 0.000, NULL, // frame 18
/*ai_stand*/ NULL, 0.000, NULL, // frame 19
/*ai_stand*/ NULL, 0.000, NULL, // frame 20
/*ai_stand*/ NULL, 0.000, NULL, // frame 21
/*ai_stand*/ NULL, 0.000, NULL, // frame 22
/*ai_stand*/ NULL, 0.000, NULL, // frame 23
/*ai_stand*/ NULL, 0.000, NULL, // frame 24
/*ai_stand*/ NULL, 0.000, NULL, // frame 25
/*ai_stand*/ NULL, 0.000, NULL, // frame 26
/*ai_stand*/ NULL, 0.000, NULL, // frame 27
/*ai_stand*/ NULL, 0.000, NULL, // frame 28
/*ai_stand*/ NULL, 0.000, NULL, // frame 29
/*ai_stand*/ NULL, 0.000, NULL, // frame 30
/*ai_stand*/ NULL, 0.000, NULL, // frame 31
/*ai_stand*/ NULL, 0.000, NULL, // frame 32
/*ai_stand*/ NULL, 0.000, NULL, // frame 33
/*ai_stand*/ NULL, 0.000, NULL, // frame 34
};
mmove_t bum_sit_move_cough_l = {FRAME_cough_l_01, FRAME_cough_l_35, bum_sit_frames_cough_l, bum_sit_end_sit};
mframe_t bum_sit_frames_pain_r[] =
{
/*ai_stand*/ NULL, 0.000, NULL, // frame 0
/*ai_stand*/ NULL, 0.000, NULL, // frame 1
/*ai_stand*/ NULL, 0.000, NULL, // frame 2
/*ai_stand*/ NULL, 0.000, NULL, // frame 3
/*ai_stand*/ NULL, 0.000, NULL, // frame 4
/*ai_stand*/ NULL, 0.000, NULL, // frame 5
/*ai_stand*/ NULL, 0.000, NULL, // frame 6
/*ai_stand*/ NULL, 0.000, NULL, // frame 7
/*ai_stand*/ NULL, 0.000, NULL, // frame 8
/*ai_stand*/ NULL, 0.000, NULL, // frame 9
/*ai_stand*/ NULL, 0.000, NULL, // frame 10
/*ai_stand*/ NULL, 0.000, NULL, // frame 11
/*ai_stand*/ NULL, 0.000, NULL, // frame 12
/*ai_stand*/ NULL, 0.000, NULL, // frame 13
};
mmove_t bum_sit_move_pain_r = {FRAME_pain_r_01, FRAME_pain_r_14, bum_sit_frames_pain_r, bum_sit_end_sit};
mframe_t bum_sit_frames_pain_l[] =
{
/*ai_stand*/ NULL, 0.000, NULL, // frame 0
/*ai_stand*/ NULL, 0.000, NULL, // frame 1
/*ai_stand*/ NULL, 0.000, NULL, // frame 2
/*ai_stand*/ NULL, 0.000, NULL, // frame 3
/*ai_stand*/ NULL, 0.000, NULL, // frame 4
/*ai_stand*/ NULL, 0.000, NULL, // frame 5
/*ai_stand*/ NULL, 0.000, NULL, // frame 6
/*ai_stand*/ NULL, 0.000, NULL, // frame 7
/*ai_stand*/ NULL, 0.000, NULL, // frame 8
/*ai_stand*/ NULL, 0.000, NULL, // frame 9
/*ai_stand*/ NULL, 0.000, NULL, // frame 10
/*ai_stand*/ NULL, 0.000, NULL, // frame 11
/*ai_stand*/ NULL, 0.000, NULL, // frame 12
/*ai_stand*/ NULL, 0.000, NULL, // frame 13
/*ai_stand*/ NULL, 0.000, NULL, // frame 14
/*ai_stand*/ NULL, 0.000, NULL, // frame 15
};
mmove_t bum_sit_move_pain_l = {FRAME_pain_l_01, FRAME_pain_l_16, bum_sit_frames_pain_l, bum_sit_end_sit};
mframe_t bum_sit_frames_death_r[] =
{
/*ai_stand*/ NULL, 0.000, NULL, // frame 0
/*ai_stand*/ NULL, 0.000, NULL, // frame 1
/*ai_stand*/ NULL, 0.000, NULL, // frame 2
/*ai_stand*/ NULL, 0.000, NULL, // frame 3
/*ai_stand*/ NULL, 0.000, NULL, // frame 4
/*ai_stand*/ NULL, 0.000, NULL, // frame 5
/*ai_stand*/ NULL, 0.000, NULL, // frame 6
/*ai_stand*/ NULL, 0.000, NULL, // frame 7
/*ai_stand*/ NULL, 0.000, NULL, // frame 8
/*ai_stand*/ NULL, 0.000, NULL, // frame 9
/*ai_stand*/ NULL, 0.000, NULL, // frame 10
/*ai_stand*/ NULL, 0.000, NULL, // frame 11
/*ai_stand*/ NULL, 0.000, NULL, // frame 12
/*ai_stand*/ NULL, 0.000, NULL, // frame 13
/*ai_stand*/ NULL, 0.000, NULL, // frame 14
/*ai_stand*/ NULL, 0.000, NULL, // frame 15
};
mmove_t bum_sit_move_death_r = {FRAME_death_r_01, FRAME_death_r_16, bum_sit_frames_death_r, AI_EndDeath};
mframe_t bum_sit_frames_death_l[] =
{
/*ai_stand*/ NULL, 0.000, NULL, // frame 0
/*ai_stand*/ NULL, 0.000, NULL, // frame 1
/*ai_stand*/ NULL, 0.000, NULL, // frame 2
/*ai_stand*/ NULL, 0.000, NULL, // frame 3
/*ai_stand*/ NULL, 0.000, NULL, // frame 4
/*ai_stand*/ NULL, 0.000, NULL, // frame 5
/*ai_stand*/ NULL, 0.000, NULL, // frame 6
/*ai_stand*/ NULL, 0.000, NULL, // frame 7
/*ai_stand*/ NULL, 0.000, NULL, // frame 8
/*ai_stand*/ NULL, 0.000, NULL, // frame 9
/*ai_stand*/ NULL, 0.000, NULL, // frame 10
/*ai_stand*/ NULL, 0.000, NULL, // frame 11
/*ai_stand*/ NULL, 0.000, NULL, // frame 12
/*ai_stand*/ NULL, 0.000, NULL, // frame 13
/*ai_stand*/ NULL, 0.000, NULL, // frame 14
/*ai_stand*/ NULL, 0.000, NULL, // frame 15
/*ai_stand*/ NULL, 0.000, NULL, // frame 16
};
mmove_t bum_sit_move_death_l = {FRAME_death_l_01, FRAME_death_l_17, bum_sit_frames_death_l, AI_EndDeath};
void ai_stand_onfire (edict_t *self, float dist)
{
if (self->onfiretime <= 0)
{ // stopping running around
self->cast_info.currentmove = self->cast_info.move_stand;
return;
}
if (!self->groundentity)
return;
}
void bum_talk_think (edict_t *self)
{
AI_TalkThink (self, true);
}
void bum_sit_end_sit (edict_t *self)
{
int rnd;
if (self->cast_info.currentmove == &bum_sit_move_cough_l)
rnd = rand() % 3;
else
rnd = rand() % 5;
if (rnd < 1)
self->cast_info.currentmove = &bum_sit_move_amb_sit;
else if (rnd < 2)
self->cast_info.currentmove = &bum_sit_move_leg_shuf;
else if (rnd < 3)
self->cast_info.currentmove = &bum_sit_move_swat_fly;
else
{
if (self->name_index == NAME_RUMMY || self->name_index == NAME_NICK)
self->cast_info.currentmove = &bum_sit_move_amb_sit;
else
self->cast_info.currentmove = &bum_sit_move_cough_l;
}
}
void bum_sit_pain (edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject)
{
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3 + random();
gi.sound ( self, CHAN_VOICE, gi.soundindex ("actors/bum/pain.wav"), 1, 3, 0);
if (rand()%100 > 50)
self->cast_info.currentmove = &bum_sit_move_pain_r;
else
self->cast_info.currentmove = &bum_sit_move_pain_l;
}
void bum_sit_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
// self->s.modelindex2 = 0;
self->takedamage = DAMAGE_YES;
if (DeathByGib(self, inflictor, attacker, damage))
{ // gib
self->deadflag = DEAD_DEAD;
GibEntity( self, inflictor, damage );
return;
}
if (self->deadflag == DEAD_DEAD)
return;
self->deadflag = DEAD_DEAD;
gi.sound ( self, CHAN_VOICE, gi.soundindex ("actors/bum/death.wav"), 1, 3, 0);
if (rand()%100 > 50)
self->cast_info.currentmove = &bum_sit_move_death_r;
else
self->cast_info.currentmove = &bum_sit_move_death_l;
}
void bum_avoid (edict_t *self, edict_t *other, qboolean face)
{
self->cast_info.currentmove = &bum_sit_move_swat_fly;
}
void bum_backoff (edict_t *self, edict_t *other )
{
Voice_Random (self, other, rummy, 0);
}
void bum_catch_on_fire (edict_t *self, edict_t *other)
{
self->enemy = NULL; // stop attacking
self->cast_info.currentmove = &bum_sit_move_swat_fly_onfire;
}
/*QUAKED cast_bum_sit (1 .5 0) (-24 -24 -24) (24 24 48) x TRIGGERED_START x x x
cast_group 0 neutral
They should only be neutrals
model="models\actors\bum_sit\"
*/
void SP_cast_bum_sit (edict_t *self)
{
int i;
char *head_skin, *body_skin, *legs_skin;
int skin;
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 48);
self->s.skinnum = (self->skin-1) * 3;
if (!self->art_skins)
{ // use default skins
self->art_skins = "001 001 001";
}
if (self->art_skins)
{
// convert spaces to NULL's
for (i=0; i<11; i++)
if (self->art_skins[i] == ' ')
self->art_skins[i] = '\0';
head_skin = &self->art_skins[0];
body_skin = &self->art_skins[4];
legs_skin = &self->art_skins[8];
}
else
{
head_skin = body_skin = legs_skin = NULL;
}
// ------------------------------------------------------------------------
// initialize all model_part data
memset(&(self->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
self->s.num_parts++;
self->s.model_parts[PART_HEAD].modelindex = gi.modelindex("models/actors/bum_sit/head.mdx");
if (head_skin)
{
skin = gi.skinindex( self->s.model_parts[PART_HEAD].modelindex, head_skin );
}
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HEAD].baseskin = self->s.model_parts[PART_HEAD].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/bum_sit/head.mdx", &self->s.model_parts[PART_HEAD] );
self->s.num_parts++;
self->s.model_parts[PART_LEGS].modelindex = gi.modelindex("models/actors/bum_sit/legs.mdx");
if (head_skin)
skin = gi.skinindex( self->s.model_parts[PART_LEGS].modelindex, legs_skin );
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_LEGS].baseskin = self->s.model_parts[PART_LEGS].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/bum_sit/legs.mdx", &self->s.model_parts[PART_LEGS] );
self->s.num_parts++;
self->s.model_parts[PART_BODY].modelindex = gi.modelindex("models/actors/bum_sit/body.mdx");
if (head_skin)
skin = gi.skinindex( self->s.model_parts[PART_BODY].modelindex, body_skin );
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_BODY].baseskin = self->s.model_parts[PART_BODY].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/bum_sit/body.mdx", &self->s.model_parts[PART_BODY] );
if (self->count & 1) // cigar
{
self->s.num_parts++;
self->s.model_parts[PART_CIGAR].modelindex = gi.modelindex("models/actors/bum_sit/cigar.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_CIGAR].baseskin = self->s.model_parts[PART_CIGAR].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/cigar.mdx", &self->s.model_parts[PART_CIGAR] );
}
if (self->count & 2) // fedora hat
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/bum_sit/fedora.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/bum_sit/fedora.mdx", &self->s.model_parts[PART_HAT] );
}
else if (self->count & 4) // stetson hat
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/bum_sit/stetson.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/bum_sit/stetson.mdx", &self->s.model_parts[PART_HAT] );
}
else if (self->count & 8) // cap (hat)
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/bum_sit/cap.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/bum_sit/cap.mdx", &self->s.model_parts[PART_HAT] );
}
// remove NULL's
if (self->art_skins)
self->art_skins[3] = self->art_skins[7] = ' ';
// ------------------------------------------------------------------------
if (!(self->health))
self->health = 100;
self->gib_health = -200;
self->mass = 200;
self->gender = GENDER_MALE;
self->pain = bum_sit_pain;
self->die = bum_sit_die;
self->cast_info.checkattack = NULL;
self->cast_info.attack = NULL;
self->cast_info.long_attack = NULL;
self->cast_info.talk = bum_sit_end_sit;
self->cast_info.avoid = bum_avoid;
self->cast_info.backoff = bum_backoff;
self->cast_info.catch_fire = bum_catch_on_fire;
self->cast_info.max_attack_distance = 64;
self->cast_info.move_stand = &bum_sit_move_amb_sit;
self->cast_info.move_crstand = NULL;
self->cast_info.move_run = NULL;
self->cast_info.move_runwalk = NULL;
self->cast_info.move_crwalk = NULL;
self->cast_info.move_jump = NULL;
self->cast_info.move_avoid_walk = NULL;
self->cast_info.move_avoid_run = NULL;
self->cast_info.move_avoid_reverse_walk = NULL;
self->cast_info.move_avoid_reverse_run = NULL;
self->cast_info.move_avoid_crwalk = NULL;
self->cast_info.move_crouch_down = NULL;
self->cast_info.move_stand_up = NULL;
self->cast_info.move_lside_step = NULL;
self->cast_info.move_rside_step = NULL;
self->cast_info.move_start_climb = NULL;
self->cast_info.move_end_climb = NULL;
self->cast_info.move_evade = NULL;
self->cast_info.move_stand_evade = NULL;
gi.linkentity (self);
self->cast_info.currentmove = self->cast_info.move_stand;
if (!self->cast_info.scale)
self->cast_info.scale = MODEL_SCALE;
self->s.scale = self->cast_info.scale - 1.0;
// talk by default
// self->cast_info.aiflags |= AI_NO_TALK;
self->cast_info.aiflags |= (AI_TALK | AI_NOWALK_FACE);
walking_cast_start (self);
}