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Add back blindfire support lost in 99073e.
This was lost at the very beginning, when I first merged the baseq2 and xatrix bugfixes into rogue. I did that by hand, not with my infamous cleanup script. That came later for the big cleanup before version 2.00... For some reason my playstyle has a very low chance to trigger blindfiring, so I never realized that it's missing and wasn't able to reproduce the problem when it was reported in yquake2/yquake2#435. Reported by @BjossiAlfreds in #34, closes #34.
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b059224bc3
commit
4466b3111a
3 changed files with 194 additions and 14 deletions
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@ -394,6 +394,8 @@ tank_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
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return; /* no pain anims in nightmare */
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}
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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if (damage <= 30)
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{
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self->monsterinfo.currentmove = &tank_move_pain1;
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@ -465,12 +467,25 @@ TankRocket(edict_t *self)
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vec3_t dir;
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vec3_t vec;
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int flash_number;
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trace_t trace;
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int rocketSpeed;
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vec3_t target;
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qboolean blindfire = false;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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return;
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}
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if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
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{
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blindfire = true;
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}
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else
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{
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blindfire = false;
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}
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if (self->s.frame == FRAME_attak324)
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{
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flash_number = MZ2_TANK_ROCKET_1;
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@ -485,15 +500,111 @@ TankRocket(edict_t *self)
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}
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward,
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right, start);
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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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rocketSpeed = 500 + (100 * skill->value);
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if (blindfire)
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{
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VectorCopy (self->monsterinfo.blind_fire_target, target);
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}
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else
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{
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VectorCopy (self->enemy->s.origin, target);
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}
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if (blindfire)
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{
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VectorCopy(target, vec);
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VectorSubtract(vec, start, dir);
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}
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else if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
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{
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// Don't shoot at the feed if enemy is above.
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract(vec, start, dir);
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}
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else
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{
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// Shoot at the feed.
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] = self->enemy->absmin[2];
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VectorSubtract(vec, start, dir);
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}
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// Lead target: 20, 35, 50, 65 chance of leading.
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if ((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
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{
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float dist;
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float time;
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dist = VectorLength(dir);
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time = dist/rocketSpeed;
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VectorMA(vec, time, self->enemy->velocity, vec);
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VectorSubtract(vec, start, dir);
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}
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VectorNormalize(dir);
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monster_fire_rocket(self, start, dir, 50, 550, flash_number);
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// Blindfire doesn't check target (done in checkattack). Paranoia:
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// Make sure we're not shooting a target right next to us.
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (blindfire)
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{
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// Blindfire has different fail criteria for the trace
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else
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{
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// Try shifting the target to the left a little (to help counter large offset)
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VectorCopy(target, vec);
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VectorMA(vec, -20, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else
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{
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// OK, that failed. Try to the right.
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VectorCopy(target, vec);
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VectorMA(vec, 20, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else if ((g_showlogic) && (g_showlogic->value))
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{
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gi.dprintf ("tank avoiding blindfire shot\n");
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}
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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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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (trace.ent == self->enemy || trace.ent == world)
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{
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if (trace.fraction > 0.5 || (trace.ent && trace.ent->client))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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}
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}
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}
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void
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@ -505,7 +616,7 @@ TankMachineGun(edict_t *self)
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vec3_t forward, right;
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int flash_number;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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return;
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}
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@ -564,9 +675,12 @@ mframe_t tank_frames_attack_blast[] = {
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{ai_charge, 0, NULL},
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{ai_charge, 0, TankBlaster} /* 16 */
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};
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mmove_t tank_move_attack_blast =
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{FRAME_attak101, FRAME_attak116, tank_frames_attack_blast,
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tank_reattack_blaster};
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mmove_t tank_move_attack_blast = {
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FRAME_attak101,
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FRAME_attak116,
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tank_frames_attack_blast,
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tank_reattack_blaster
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};
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mframe_t tank_frames_reattack_blast[] = {
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{ai_charge, 0, NULL},
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@ -820,6 +934,13 @@ tank_refire_rocket(edict_t *self)
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return;
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}
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if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
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{
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
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return;
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}
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/* Only on hard or nightmare */
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if (skill->value >= 2)
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{
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@ -856,8 +977,9 @@ tank_attack(edict_t *self)
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vec3_t vec;
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float range;
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float r;
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float chance;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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return;
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}
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@ -869,6 +991,45 @@ tank_attack(edict_t *self)
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return;
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}
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if (self->monsterinfo.attack_state == AS_BLIND)
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{
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if (self->monsterinfo.blind_fire_delay < 1.0)
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{
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chance = 1.0;
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}
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else if (self->monsterinfo.blind_fire_delay < 7.5)
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{
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chance = 0.4;
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}
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else
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{
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chance = 0.1;
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}
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r = random();
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self->monsterinfo.blind_fire_delay += 3.2 + 2.0 + random() * 3.0;
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// Don't shoot at the origin.
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if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
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{
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return;
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}
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// Don't shoot if the dice say not to.
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if (r > chance)
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{
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return;
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}
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// turn on manual steering to signal both manual steering and blindfire
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self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
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self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
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self->monsterinfo.attack_finished = level.time + 3.0 + 2*random();
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self->pain_debounce_time = level.time + 5.0; // no pain for a while
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return;
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}
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VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
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range = VectorLength(vec);
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@ -986,8 +1147,7 @@ tank_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* un
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/* check for gib */
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if (self->health <= self->gib_health)
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{
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gi.sound(self, CHAN_VOICE, gi.soundindex(
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"misc/udeath.wav"), 1, ATTN_NORM, 0);
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gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n = 0; n < 1 /*4*/; n++)
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{
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@ -1018,6 +1178,20 @@ tank_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* un
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self->monsterinfo.currentmove = &tank_move_death;
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}
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qboolean tank_blocked(edict_t *self, float dist)
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{
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if (blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
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{
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return true;
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}
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if(blocked_checkplat(self, dist))
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{
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return true;
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}
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return false;
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}
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/*
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* QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
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@ -1086,6 +1260,7 @@ SP_monster_tank(edict_t *self)
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self->monsterinfo.melee = NULL;
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self->monsterinfo.sight = tank_sight;
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self->monsterinfo.idle = tank_idle;
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self->monsterinfo.blocked = tank_blocked;
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gi.linkentity(self);
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@ -1094,6 +1269,9 @@ SP_monster_tank(edict_t *self)
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walkmonster_start(self);
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self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
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self->monsterinfo.blindfire = true;
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if (strcmp(self->classname, "monster_tank_commander") == 0)
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{
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self->s.skinnum = 2;
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@ -330,6 +330,7 @@ extern void tank_windup ( edict_t * self ) ;
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extern void tank_thud ( edict_t * self ) ;
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extern void tank_footstep ( edict_t * self ) ;
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extern void tank_sight ( edict_t * self , edict_t * other ) ;
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extern qboolean tank_blocked( edict_t *self, float dist );
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extern void SP_monster_supertank ( edict_t * self ) ;
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extern qboolean supertank_blocked ( edict_t * self , float dist ) ;
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extern void supertank_die ( edict_t * self , edict_t * inflictor , edict_t * attacker , int damage , vec3_t point ) ;
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@ -330,6 +330,7 @@
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{"tank_thud", (byte *)tank_thud},
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{"tank_footstep", (byte *)tank_footstep},
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{"tank_sight", (byte *)tank_sight},
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{"tank_blocked", (byte *)tank_blocked},
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{"SP_monster_supertank", (byte *)SP_monster_supertank},
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{"supertank_blocked", (byte *)supertank_blocked},
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{"supertank_die", (byte *)supertank_die},
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