Cleanup medic and add sanity checks

This commit is contained in:
Yamagi Burmeister 2014-02-05 19:45:37 +01:00
parent f13744b79e
commit 817cb17c10
2 changed files with 571 additions and 306 deletions

View file

@ -1,16 +1,14 @@
/* /* =======================================================================
============================================================================== *
* Medic.
MEDIC *
* =======================================================================
==============================================================================
*/ */
#include "../../header/local.h" #include "../../header/local.h"
#include "medic.h" #include "medic.h"
qboolean visible (edict_t *self, edict_t *other); void ED_CallSpawn(edict_t *ent);
static int sound_idle1; static int sound_idle1;
static int sound_pain1; static int sound_pain1;
@ -23,48 +21,87 @@ static int sound_hook_hit;
static int sound_hook_heal; static int sound_hook_heal;
static int sound_hook_retract; static int sound_hook_retract;
qboolean visible(edict_t *self, edict_t *other);
edict_t *medic_FindDeadMonster (edict_t *self) edict_t *
medic_FindDeadMonster(edict_t *self)
{ {
edict_t *ent = NULL; edict_t *ent = NULL;
edict_t *best = NULL; edict_t *best = NULL;
if (!ent)
{
return NULL;
}
while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
{ {
if (ent == self) if (ent == self)
{
continue; continue;
}
if (!(ent->svflags & SVF_MONSTER)) if (!(ent->svflags & SVF_MONSTER))
{
continue; continue;
}
if (ent->monsterinfo.aiflags & AI_GOOD_GUY) if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
{
continue; continue;
}
if (ent->owner) if (ent->owner)
{
continue; continue;
}
if (ent->health > 0) if (ent->health > 0)
{
continue; continue;
}
if (ent->nextthink) if (ent->nextthink)
{
continue; continue;
}
if (!visible(self, ent)) if (!visible(self, ent))
{
continue; continue;
}
if (!best) if (!best)
{ {
best = ent; best = ent;
continue; continue;
} }
if (ent->max_health <= best->max_health) if (ent->max_health <= best->max_health)
{
continue; continue;
}
best = ent; best = ent;
} }
return best; return best;
} }
void medic_idle (edict_t *self) void
medic_idle(edict_t *self)
{ {
edict_t *ent; edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
ent = medic_FindDeadMonster(self); ent = medic_FindDeadMonster(self);
if (ent) if (ent)
{ {
self->enemy = ent; self->enemy = ent;
@ -74,15 +111,22 @@ void medic_idle (edict_t *self)
} }
} }
void medic_search (edict_t *self) void
medic_search(edict_t *self)
{ {
edict_t *ent; edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy) if (!self->oldenemy)
{ {
ent = medic_FindDeadMonster(self); ent = medic_FindDeadMonster(self);
if (ent) if (ent)
{ {
self->oldenemy = self->enemy; self->oldenemy = self->enemy;
@ -94,14 +138,18 @@ void medic_search (edict_t *self)
} }
} }
void medic_sight (edict_t *self, edict_t *other) void
medic_sight(edict_t *self, edict_t *other /* unused */)
{ {
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
} }
mframe_t medic_frames_stand[] = {
mframe_t medic_frames_stand [] =
{
{ai_stand, 0, medic_idle}, {ai_stand, 0, medic_idle},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL},
@ -192,18 +240,27 @@ mframe_t medic_frames_stand [] =
{ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL},
}; };
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
void medic_stand (edict_t *self) mmove_t medic_move_stand = {
FRAME_wait1,
FRAME_wait90,
medic_frames_stand,
NULL
};
void
medic_stand(edict_t *self)
{ {
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_stand; self->monsterinfo.currentmove = &medic_move_stand;
} }
mframe_t medic_frames_walk[] = {
mframe_t medic_frames_walk [] =
{
{ai_walk, 6.2, NULL}, {ai_walk, 6.2, NULL},
{ai_walk, 18.1, NULL}, {ai_walk, 18.1, NULL},
{ai_walk, 1, NULL}, {ai_walk, 1, NULL},
@ -217,33 +274,55 @@ mframe_t medic_frames_walk [] =
{ai_walk, 14, NULL}, {ai_walk, 14, NULL},
{ai_walk, 9.3, NULL} {ai_walk, 9.3, NULL}
}; };
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
void medic_walk (edict_t *self) mmove_t medic_move_walk = {
FRAME_walk1,
FRAME_walk12,
medic_frames_walk,
NULL
};
void
medic_walk(edict_t *self)
{ {
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_walk; self->monsterinfo.currentmove = &medic_move_walk;
} }
mframe_t medic_frames_run[] = {
mframe_t medic_frames_run [] =
{
{ai_run, 18, NULL}, {ai_run, 18, NULL},
{ai_run, 22.5, NULL}, {ai_run, 22.5, NULL},
{ai_run, 25.4, NULL}, {ai_run, 25.4, NULL},
{ai_run, 23.4, NULL}, {ai_run, 23.4, NULL},
{ai_run, 24, NULL}, {ai_run, 24, NULL},
{ai_run, 35.6, NULL} {ai_run, 35.6, NULL}
}; };
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
void medic_run (edict_t *self) mmove_t medic_move_run = {
FRAME_run1,
FRAME_run6,
medic_frames_run,
NULL
};
void
medic_run(edict_t *self)
{ {
if (!self)
{
return;
}
if (!(self->monsterinfo.aiflags & AI_MEDIC)) if (!(self->monsterinfo.aiflags & AI_MEDIC))
{ {
edict_t *ent; edict_t *ent;
ent = medic_FindDeadMonster(self); ent = medic_FindDeadMonster(self);
if (ent) if (ent)
{ {
self->oldenemy = self->enemy; self->oldenemy = self->enemy;
@ -256,14 +335,16 @@ void medic_run (edict_t *self)
} }
if (self->monsterinfo.aiflags & AI_STAND_GROUND) if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &medic_move_stand; self->monsterinfo.currentmove = &medic_move_stand;
}
else else
{
self->monsterinfo.currentmove = &medic_move_run; self->monsterinfo.currentmove = &medic_move_run;
} }
}
mframe_t medic_frames_pain1[] = {
mframe_t medic_frames_pain1 [] =
{
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
@ -273,10 +354,15 @@ mframe_t medic_frames_pain1 [] =
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL} {ai_move, 0, NULL}
}; };
mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
mframe_t medic_frames_pain2 [] = mmove_t medic_move_pain1 = {
{ FRAME_paina1,
FRAME_paina8,
medic_frames_pain1,
medic_run
};
mframe_t medic_frames_pain2[] = {
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
@ -293,20 +379,38 @@ mframe_t medic_frames_pain2 [] =
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL} {ai_move, 0, NULL}
}; };
mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
void medic_pain (edict_t *self, edict_t *other, float kick, int damage) mmove_t medic_move_pain2 = {
FRAME_painb1,
FRAME_painb15,
medic_frames_pain2,
medic_run
};
void
medic_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
{ {
if (!self)
{
return;
}
if (self->health < (self->max_health / 2)) if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1; self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time) if (level.time < self->pain_debounce_time)
{
return; return;
}
self->pain_debounce_time = level.time + 3; self->pain_debounce_time = level.time + 3;
if (skill->value == 3) if (skill->value == 3)
return; // no pain anims in nightmare {
return; /* no pain anims in nightmare */
}
if (random() < 0.5) if (random() < 0.5)
{ {
@ -320,7 +424,8 @@ void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
} }
} }
void medic_fire_blaster (edict_t *self) void
medic_fire_blaster(edict_t *self)
{ {
vec3_t start; vec3_t start;
vec3_t forward, right; vec3_t forward, right;
@ -328,15 +433,30 @@ void medic_fire_blaster (edict_t *self)
vec3_t dir; vec3_t dir;
int effect; int effect;
if (!self)
{
return;
}
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
{
effect = EF_BLASTER; effect = EF_BLASTER;
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28)) }
else if ((self->s.frame == FRAME_attack19) ||
(self->s.frame == FRAME_attack22) ||
(self->s.frame == FRAME_attack25) ||
(self->s.frame == FRAME_attack28))
{
effect = EF_HYPERBLASTER; effect = EF_HYPERBLASTER;
}
else else
{
effect = 0; effect = 0;
}
AngleVectors(self->s.angles, forward, right, NULL); AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1],
forward, right, start);
VectorCopy(self->enemy->s.origin, end); VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight; end[2] += self->enemy->viewheight;
@ -345,9 +465,14 @@ void medic_fire_blaster (edict_t *self)
monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect); monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
} }
void
void medic_dead (edict_t *self) medic_dead(edict_t *self)
{ {
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24); VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8); VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS; self->movetype = MOVETYPE_TOSS;
@ -356,8 +481,7 @@ void medic_dead (edict_t *self)
gi.linkentity(self); gi.linkentity(self);
} }
mframe_t medic_frames_death [] = mframe_t medic_frames_death[] = {
{
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL},
@ -389,33 +513,57 @@ mframe_t medic_frames_death [] =
{ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL} {ai_move, 0, NULL}
}; };
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) mmove_t medic_move_death = {
FRAME_death1,
FRAME_death30,
medic_frames_death,
medic_dead
};
void
medic_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage, vec3_t point /* unused */)
{ {
int n; int n;
// if we had a pending patient, free him up for another medic if (!self)
if ((self->enemy) && (self->enemy->owner == self)) {
self->enemy->owner = NULL; return;
}
// check for gib /* if we had a pending patient, free him up for another medic */
if ((self->enemy) && (self->enemy->owner == self))
{
self->enemy->owner = NULL;
}
/* check for gib */
if (self->health <= self->gib_health) if (self->health <= self->gib_health)
{ {
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++) for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++) for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD; self->deadflag = DEAD_DEAD;
return; return;
} }
if (self->deadflag == DEAD_DEAD) if (self->deadflag == DEAD_DEAD)
{
return; return;
}
// regular death /* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD; self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES; self->takedamage = DAMAGE_YES;
@ -423,11 +571,19 @@ void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage
self->monsterinfo.currentmove = &medic_move_death; self->monsterinfo.currentmove = &medic_move_death;
} }
void
void medic_duck_down (edict_t *self) medic_duck_down(edict_t *self)
{
if (!self)
{ {
if (self->monsterinfo.aiflags & AI_DUCKED)
return; return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32; self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES; self->takedamage = DAMAGE_YES;
@ -435,24 +591,39 @@ void medic_duck_down (edict_t *self)
gi.linkentity(self); gi.linkentity(self);
} }
void medic_duck_hold (edict_t *self) void
medic_duck_hold(edict_t *self)
{ {
if (level.time >= self->monsterinfo.pausetime) if (!self)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; {
else return;
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
} }
void medic_duck_up (edict_t *self) if (level.time >= self->monsterinfo.pausetime)
{ {
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void
medic_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED; self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32; self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM; self->takedamage = DAMAGE_AIM;
gi.linkentity(self); gi.linkentity(self);
} }
mframe_t medic_frames_duck [] = mframe_t medic_frames_duck[] = {
{
{ai_move, -1, NULL}, {ai_move, -1, NULL},
{ai_move, -1, NULL}, {ai_move, -1, NULL},
{ai_move, -1, medic_duck_down}, {ai_move, -1, medic_duck_down},
@ -470,21 +641,36 @@ mframe_t medic_frames_duck [] =
{ai_move, -1, NULL}, {ai_move, -1, NULL},
{ai_move, -1, NULL} {ai_move, -1, NULL}
}; };
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
void medic_dodge (edict_t *self, edict_t *attacker, float eta) mmove_t medic_move_duck = {
FRAME_duck1,
FRAME_duck16,
medic_frames_duck,
medic_run
};
void
medic_dodge(edict_t *self, edict_t *attacker, float eta)
{
if (!self || !attacker)
{ {
if (random() > 0.25)
return; return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy) if (!self->enemy)
{
self->enemy = attacker; self->enemy = attacker;
}
self->monsterinfo.currentmove = &medic_move_duck; self->monsterinfo.currentmove = &medic_move_duck;
} }
mframe_t medic_frames_attackHyperBlaster [] = mframe_t medic_frames_attackHyperBlaster[] = {
{
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
@ -502,19 +688,32 @@ mframe_t medic_frames_attackHyperBlaster [] =
{ai_charge, 0, medic_fire_blaster}, {ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster} {ai_charge, 0, medic_fire_blaster}
}; };
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
mmove_t medic_move_attackHyperBlaster = {
FRAME_attack15,
FRAME_attack30,
medic_frames_attackHyperBlaster,
medic_run
};
void medic_continue (edict_t *self) void
medic_continue(edict_t *self)
{ {
if (visible (self, self->enemy) ) if (!self)
if (random() <= 0.95) {
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster; return;
} }
if (visible(self, self->enemy))
mframe_t medic_frames_attackBlaster [] =
{ {
if (random() <= 0.95)
{
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}
}
}
mframe_t medic_frames_attackBlaster[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 5, NULL}, {ai_charge, 5, NULL},
{ai_charge, 5, NULL}, {ai_charge, 5, NULL},
@ -528,20 +727,28 @@ mframe_t medic_frames_attackBlaster [] =
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, medic_fire_blaster}, {ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, medic_continue} // Change to medic_continue... Else, go to frame 32 {ai_charge, 0, medic_continue} /* Change to medic_continue... Else, go to frame 32 */
}; };
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
mmove_t medic_move_attackBlaster = {
FRAME_attack1,
FRAME_attack14,
medic_frames_attackBlaster,
medic_run
};
void medic_hook_launch (edict_t *self) void
medic_hook_launch(edict_t *self)
{ {
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
} }
void ED_CallSpawn (edict_t *ent); static vec3_t medic_cable_offsets[] = {
static vec3_t medic_cable_offsets[] =
{
{45.0, -9.2, 15.5}, {45.0, -9.2, 15.5},
{48.4, -9.7, 15.2}, {48.4, -9.7, 15.2},
{47.8, -9.8, 15.8}, {47.8, -9.8, 15.8},
@ -554,36 +761,56 @@ static vec3_t medic_cable_offsets[] =
{32.7, -19.7, 10.4} {32.7, -19.7, 10.4}
}; };
void medic_cable_attack (edict_t *self) void
medic_cable_attack(edict_t *self)
{ {
vec3_t offset, start, end, f, r; vec3_t offset, start, end, f, r;
trace_t tr; trace_t tr;
vec3_t dir, angles; vec3_t dir, angles;
float distance; float distance;
if (!self->enemy->inuse) if (!self)
{
return; return;
}
if (!self->enemy->inuse)
{
return;
}
AngleVectors(self->s.angles, f, r, NULL); AngleVectors(self->s.angles, f, r, NULL);
VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset); VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
G_ProjectSource(self->s.origin, offset, f, r, start); G_ProjectSource(self->s.origin, offset, f, r, start);
// check for max distance /* check for max distance */
VectorSubtract(start, self->enemy->s.origin, dir); VectorSubtract(start, self->enemy->s.origin, dir);
distance = VectorLength(dir); distance = VectorLength(dir);
if (distance > 256)
return;
// check for min/max pitch if (distance > 256)
vectoangles (dir, angles); {
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 45)
return; return;
}
/* check for min/max pitch */
vectoangles(dir, angles);
if (angles[0] < -180)
{
angles[0] += 360;
}
if (fabs(angles[0]) > 45)
{
return;
}
tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
if (tr.fraction != 1.0 && tr.ent != self->enemy)
if ((tr.fraction != 1.0) && (tr.ent != self->enemy))
{
return; return;
}
if (self->s.frame == FRAME_attack43) if (self->s.frame == FRAME_attack43)
{ {
@ -601,12 +828,15 @@ void medic_cable_attack (edict_t *self)
self->enemy->owner = self; self->enemy->owner = self;
ED_CallSpawn(self->enemy); ED_CallSpawn(self->enemy);
self->enemy->owner = NULL; self->enemy->owner = NULL;
if (self->enemy->think) if (self->enemy->think)
{ {
self->enemy->nextthink = level.time; self->enemy->nextthink = level.time;
self->enemy->think(self->enemy); self->enemy->think(self->enemy);
} }
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
if (self->oldenemy && self->oldenemy->client) if (self->oldenemy && self->oldenemy->client)
{ {
self->enemy->enemy = self->oldenemy; self->enemy->enemy = self->oldenemy;
@ -616,13 +846,15 @@ void medic_cable_attack (edict_t *self)
else else
{ {
if (self->s.frame == FRAME_attack44) if (self->s.frame == FRAME_attack44)
{
gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
} }
}
// adjust start for beam origin being in middle of a segment /* adjust start for beam origin being in middle of a segment */
VectorMA(start, 8, f, start); VectorMA(start, 8, f, start);
// adjust end z for end spot since the monster is currently dead /* adjust end z for end spot since the monster is currently dead */
VectorCopy(self->enemy->s.origin, end); VectorCopy(self->enemy->s.origin, end);
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
@ -634,14 +866,19 @@ void medic_cable_attack (edict_t *self)
gi.multicast(self->s.origin, MULTICAST_PVS); gi.multicast(self->s.origin, MULTICAST_PVS);
} }
void medic_hook_retract (edict_t *self) void
medic_hook_retract(edict_t *self)
{ {
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
} }
mframe_t medic_frames_attackCable [] = mframe_t medic_frames_attackCable[] = {
{
{ai_move, 2, NULL}, {ai_move, 2, NULL},
{ai_move, 3, NULL}, {ai_move, 3, NULL},
{ai_move, 5, NULL}, {ai_move, 5, NULL},
@ -671,19 +908,40 @@ mframe_t medic_frames_attackCable [] =
{ai_move, 1.2, NULL}, {ai_move, 1.2, NULL},
{ai_move, 1.3, NULL} {ai_move, 1.3, NULL}
}; };
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
mmove_t medic_move_attackCable = {
FRAME_attack33,
FRAME_attack60,
medic_frames_attackCable,
medic_run
};
void medic_attack(edict_t *self) void
medic_attack(edict_t *self)
{ {
if (self->monsterinfo.aiflags & AI_MEDIC) if (!self)
self->monsterinfo.currentmove = &medic_move_attackCable; {
else return;
self->monsterinfo.currentmove = &medic_move_attackBlaster;
} }
qboolean medic_checkattack (edict_t *self) if (self->monsterinfo.aiflags & AI_MEDIC)
{ {
self->monsterinfo.currentmove = &medic_move_attackCable;
}
else
{
self->monsterinfo.currentmove = &medic_move_attackBlaster;
}
}
qboolean
medic_checkattack(edict_t *self)
{
if (!self)
{
return false;
}
if (self->monsterinfo.aiflags & AI_MEDIC) if (self->monsterinfo.aiflags & AI_MEDIC)
{ {
medic_attack(self); medic_attack(self);
@ -693,11 +951,17 @@ qboolean medic_checkattack (edict_t *self)
return M_CheckAttack(self); return M_CheckAttack(self);
} }
/*
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight * QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/ */
void SP_monster_medic (edict_t *self) void
SP_monster_medic(edict_t *self)
{ {
if (!self)
{
return;
}
if (deathmatch->value) if (deathmatch->value)
{ {
G_FreeEdict(self); G_FreeEdict(self);
@ -748,4 +1012,3 @@ void SP_monster_medic (edict_t *self)
walkmonster_start(self); walkmonster_start(self);
} }

View file

@ -1,6 +1,9 @@
// G:\quake2\baseq2\models/monsters/medic /* =======================================================================
*
// This file generated by ModelGen - Do NOT Modify * Medic animations.
*
* =======================================================================
*/
#define FRAME_walk1 0 #define FRAME_walk1 0
#define FRAME_walk2 1 #define FRAME_walk2 1
@ -239,5 +242,4 @@
#define FRAME_attack58 234 #define FRAME_attack58 234
#define FRAME_attack59 235 #define FRAME_attack59 235
#define FRAME_attack60 236 #define FRAME_attack60 236
#define MODEL_SCALE 1.000000 #define MODEL_SCALE 1.000000