Merge pull request #107 from BjossiAlfreds/makronjmp

Fixes to makron jump sequence
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Yamagi 2023-06-17 16:36:35 +02:00 committed by GitHub
commit 0742bc24d7
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 61 additions and 18 deletions

View file

@ -200,6 +200,7 @@ ThrowGib(edict_t *self, char *gibname, int damage, int type)
gi.setmodel(gib, gibname);
gib->solid = SOLID_BBOX;
gib->svflags = SVF_DEADMONSTER;
gib->s.effects |= EF_GIB;
gib->flags |= FL_NO_KNOCKBACK;
gib->takedamage = DAMAGE_YES;

View file

@ -757,12 +757,6 @@ makron_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
void
makron_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &makron_move_sight;
}
void
@ -1163,29 +1157,72 @@ void
MakronSpawn(edict_t *self)
{
vec3_t vec;
edict_t *player;
edict_t *enemy;
edict_t *oldenemy;
if (!self)
{
return;
}
/* spawning can mess with enemy state so clear it temporarily */
enemy = self->enemy;
self->enemy = NULL;
oldenemy = self->oldenemy;
self->oldenemy = NULL;
SP_monster_makron(self);
/* jump at player */
player = level.sight_client;
if (!player)
if (self->think)
{
return;
self->think(self);
}
VectorSubtract(player->s.origin, self->s.origin, vec);
self->s.angles[YAW] = vectoyaw(vec);
VectorNormalize(vec);
VectorMA(vec3_origin, 400, vec, self->velocity);
self->velocity[2] = 200;
/* and re-link enemy state now that he's spawned */
if (enemy && enemy->inuse && enemy->deadflag != DEAD_DEAD)
{
self->enemy = enemy;
}
if (oldenemy && oldenemy->inuse && oldenemy->deadflag != DEAD_DEAD)
{
self->oldenemy = oldenemy;
}
if (!self->enemy)
{
self->enemy = self->oldenemy;
self->oldenemy = NULL;
}
enemy = self->enemy;
if (enemy)
{
FoundTarget(self);
VectorCopy(self->pos1, self->monsterinfo.last_sighting);
}
if (enemy && visible(self, enemy))
{
VectorSubtract(enemy->s.origin, self->s.origin, vec);
self->s.angles[YAW] = vectoyaw(vec);
VectorNormalize(vec);
}
else
AngleVectors(self->s.angles, vec, NULL, NULL);
VectorScale(vec, 400, self->velocity);
/* the jump frames are fixed length so best to normalize the up speed */
self->velocity[2] = 200.0f * (sv_gravity->value / 800.0f);
self->groundentity = NULL;
self->s.origin[2] += 1;
gi.linkentity(self);
self->pain_debounce_time = level.time + 1;
self->monsterinfo.currentmove = &makron_move_sight;
}
/*
@ -1207,4 +1244,9 @@ MakronToss(edict_t *self)
ent->think = MakronSpawn;
ent->target = self->target;
VectorCopy(self->s.origin, ent->s.origin);
VectorCopy(self->s.angles, ent->s.angles);
VectorCopy(self->monsterinfo.last_sighting, ent->pos1);
ent->enemy = self->enemy;
ent->oldenemy = self->oldenemy;
}