From cf01efd3476edd03137f9e7944b3d96fc684ba70 Mon Sep 17 00:00:00 2001 From: BjossiAlfreds Date: Wed, 7 Jun 2023 13:38:22 +0000 Subject: [PATCH] Fixes for makron jump sequence --- src/monster/boss3/boss32.c | 101 ++++++++++++++++++++++++++----------- 1 file changed, 72 insertions(+), 29 deletions(-) diff --git a/src/monster/boss3/boss32.c b/src/monster/boss3/boss32.c index 084aa2f..b1b7d0b 100644 --- a/src/monster/boss3/boss32.c +++ b/src/monster/boss3/boss32.c @@ -664,12 +664,6 @@ void makron_pain (edict_t *self, edict_t *other, float kick, int damage) void makron_sight(edict_t *self, edict_t *other) { - if (!self) - { - return; - } - - self->monsterinfo.currentmove = &makron_move_sight; } void makron_attack(edict_t *self) @@ -1030,50 +1024,99 @@ MakronSpawn */ void MakronSpawn (edict_t *self) { - vec3_t vec; - edict_t *player; + vec3_t vec; + edict_t *enemy; + edict_t *oldenemy; if (!self) { return; } - SP_monster_makron (self); + /* spawning can mess with enemy state so clear it temporarily */ + enemy = self->enemy; + self->enemy = NULL; - // jump at player - player = level.sight_client; - if (!player) - return; + oldenemy = self->oldenemy; + self->oldenemy = NULL; + + SP_monster_makron(self); + if (self->think) + { + self->think(self); + } + + /* 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); - 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; self->groundentity = NULL; + self->s.origin[2] += 1; + gi.linkentity(self); + + self->pain_debounce_time = level.time + 1; + + self->monsterinfo.currentmove = &makron_move_sight; } /* -================= -MakronToss - -Jorg is just about dead, so set up to launch Makron out -================= -*/ -void MakronToss (edict_t *self) + * Jorg is just about dead, so set up to launch Makron out + */ +void +MakronToss(edict_t *self) { - edict_t *ent; + edict_t *ent; if (!self) { return; } - ent = G_Spawn (); + ent = G_Spawn(); ent->classname = "monster_makron"; ent->nextthink = level.time + 0.8; ent->think = MakronSpawn; ent->target = self->target; - VectorCopy (self->s.origin, ent->s.origin); -} + 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; +}