ref: 8a0967be5d5789cfaa622818a62d596b3266223e
dir: /rogue/m_widow.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_widow.h" // self->timestamp used to prevent rapid fire of railgun // self->plat2flags used for fire count (flashes) // self->monsterinfo.pausetime used for timing of blaster shots #define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn #define RAIL_TIME 3 #define BLASTER_TIME 2 #define BLASTER2_DAMAGE 10 #define WIDOW_RAIL_DAMAGE 50 #define DRAWBBOX NULL #define SHOWME NULL // showme void BossExplode (edict_t *self); qboolean infront (edict_t *self, edict_t *other); static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_search1; static int sound_rail; static int sound_sight; static unsigned long shotsfired; static vec3_t spawnpoints[] = { {30, 100, 16}, {30, -100, 16} }; static vec3_t beameffects[] = { {12.58, -43.71, 68.88}, {3.43, 58.72, 68.41} }; static float sweep_angles[] = { // 32.0, 26.0, 20.0, 11.5, 3.0, -8.0, -13.0, -27.0, -41.0 32.0, 26.0, 20.0, 10.0, 0.0, -6.5, -13.0, -27.0, -41.0 }; vec3_t stalker_mins = {-28, -28, -18}; vec3_t stalker_maxs = {28, 28, 18}; unsigned int widow_damage_multiplier; void widow_run (edict_t *self); void widow_stand (edict_t *self); void widow_dead (edict_t *self); void widow_attack (edict_t *self); void widow_attack_blaster (edict_t *self); void widow_reattack_blaster (edict_t *self); void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void widow_start_spawn (edict_t *self); void widow_done_spawn (edict_t *self); void widow_spawn_check (edict_t *self); void widow_prep_spawn (edict_t *self); void widow_attack_rail (edict_t *self); void widow_start_run_5 (edict_t *self); void widow_start_run_10 (edict_t *self); void widow_start_run_12 (edict_t *self); void WidowCalcSlots (edict_t *self); void drawbbox (edict_t *self); void showme (edict_t *self) { gi.dprintf ("frame %d\n", self->s.frame); } void widow_search (edict_t *) { // if (qrandom() < 0.5) // gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); } void widow_sight (edict_t *self, edict_t *) { self->monsterinfo.pausetime = 0; // gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0); // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("widow: found target!\n"); } mmove_t widow_move_attack_post_blaster; mmove_t widow_move_attack_post_blaster_r; mmove_t widow_move_attack_post_blaster_l; mmove_t widow_move_attack_blaster; float target_angle (edict_t *self) { vec3_t target; float enemy_yaw; VectorSubtract (self->s.origin, self->enemy->s.origin, target); enemy_yaw = self->s.angles[YAW] - vectoyaw2(target); if (enemy_yaw < 0) enemy_yaw += 360.0; // this gets me 0 degrees = forward enemy_yaw -= 180.0; // positive is to right, negative to left return enemy_yaw; } int WidowTorso (edict_t *self) { float enemy_yaw; enemy_yaw = target_angle (self); // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%2.2f -> ", enemy_yaw); if (enemy_yaw >= 105) { self->monsterinfo.currentmove = &widow_move_attack_post_blaster_r; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return 0; } if (enemy_yaw <= -75.0) { self->monsterinfo.currentmove = &widow_move_attack_post_blaster_l; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return 0; } if (enemy_yaw >= 95) return FRAME_fired03; else if (enemy_yaw >= 85) return FRAME_fired04; else if (enemy_yaw >= 75) return FRAME_fired05; else if (enemy_yaw >= 65) return FRAME_fired06; else if (enemy_yaw >= 55) return FRAME_fired07; else if (enemy_yaw >= 45) return FRAME_fired08; else if (enemy_yaw >= 35) return FRAME_fired09; else if (enemy_yaw >= 25) return FRAME_fired10; else if (enemy_yaw >= 15) return FRAME_fired11; else if (enemy_yaw >= 5) return FRAME_fired12; else if (enemy_yaw >= -5) return FRAME_fired13; else if (enemy_yaw >= -15) return FRAME_fired14; else if (enemy_yaw >= -25) return FRAME_fired15; else if (enemy_yaw >= -35) return FRAME_fired16; else if (enemy_yaw >= -45) return FRAME_fired17; else if (enemy_yaw >= -55) return FRAME_fired18; else if (enemy_yaw >= -65) return FRAME_fired19; else if (enemy_yaw >= -75) return FRAME_fired20; /* if (fabs(enemy_yaw) < 11.25) return FRAME_fired03; else if (fabs(enemy_yaw) > 56.25) { self->monsterinfo.currentmove = &widow_move_attack_post_blaster; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return; } else if ((enemy_yaw >= 11.25) && (enemy_yaw < 33.75)) return FRAME_fired04; else if (enemy_yaw >= 33.75) return FRAME_fired05; else if ((enemy_yaw <= -11.25) && (enemy_yaw > -33.75)) return FRAME_fired06; else if (enemy_yaw <= -33.75) return FRAME_fired07; */ return 0; } #define VARIANCE 15.0 void WidowBlaster (edict_t *self) { vec3_t forward, right, target, vec, targ_angles; vec3_t start; int flashnum; int effect; if (!self->enemy) return; shotsfired++; if (!(shotsfired % 4)) effect = EF_BLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13)) { // sweep flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorSubtract (self->enemy->s.origin, start, target); vectoangles2 (target, targ_angles); VectorCopy (self->s.angles, vec); vec[PITCH] += targ_angles[PITCH]; vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1]; AngleVectors (vec, forward, NULL, NULL); monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); /* if (self->s.frame == FRAME_spawn13) { VectorMA (start, 1024, forward, debugend); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (debugend); gi.multicast (start, MULTICAST_ALL); drawbbox (self); self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING; } */ } else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20)) { vec3_t angles; float aim_angle, target_angle; float error; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.nextframe = WidowTorso (self); if (!self->monsterinfo.nextframe) self->monsterinfo.nextframe = self->s.frame; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%d\n", self->monsterinfo.nextframe); if (self->s.frame == FRAME_fired02a) flashnum = MZ2_WIDOW_BLASTER_0; else flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); PredictAim (self->enemy, start, 1000, true, ((qrandom()*0.1)-0.05), forward, NULL); // clamp it to within 10 degrees of the aiming angle (where she's facing) vectoangles2 (forward, angles); // give me 100 -> -70 aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100)); if (aim_angle <= 0) aim_angle += 360; target_angle = self->s.angles[YAW] - angles[YAW]; if (target_angle <= 0) target_angle += 360; error = aim_angle - target_angle; // positive error is to entity's left, aka positive direction in engine // unfortunately, I decided that for the aim_angle, positive was right. *sigh* if (error > VARIANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle); angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE; // if ((g_showlogic) && (g_showlogic->value)) // { // if (angles[YAW] <= 0) // angles[YAW] += 360; // gi.dprintf (" %2.2f\n", angles[YAW]); // } AngleVectors (angles, forward, NULL, NULL); } else if (error < -VARIANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle); angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE; // if ((g_showlogic) && (g_showlogic->value)) // { // if (angles[YAW] <= 0) // angles[YAW] += 360; // gi.dprintf (" %2.2f\n", angles[YAW]); // } AngleVectors (angles, forward, NULL, NULL); } // gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error); // gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]); /* if (self->s.frame == FRAME_fired20) { VectorMA (start, 512, forward, debugend); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (forward); gi.multicast (start, MULTICAST_ALL); drawbbox (self); self->monsterinfo.aiflags |= AI_HOLD_FRAME; self->monsterinfo.nextframe = FRAME_fired20; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } */ /* if (!(self->plat2flags % 3)) effect = EF_HYPERBLASTER; else effect = 0; self->plat2flags ++; */ monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08)) { flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorSubtract (self->enemy->s.origin, start, target); target[2] += self->enemy->viewheight; monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } // else // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("widow: firing on non-fire frame!\n"); // } } void WidowSpawn (edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; edict_t *ent, *designated_enemy; int i; AngleVectors (self->s.angles, f, r, u); for (i=0; i < 2; i++) { VectorCopy (spawnpoints[i], offset); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64)) { ent = CreateGroundMonster (spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256); if (!ent) continue; self->monsterinfo.monster_used++; ent->monsterinfo.commander = self; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("widow: post-spawn : %d slots left out of %d\n", SELF_SLOTS_LEFT, self->monsterinfo.monster_slots); ent->nextthink = level.time; ent->think (ent); ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS; if (!(coop && coop->value)) { designated_enemy = self->enemy; } else { designated_enemy = PickCoopTarget(ent); if (designated_enemy) { // try to avoid using my enemy if (designated_enemy == self->enemy) { designated_enemy = PickCoopTarget(ent); if (designated_enemy) { // if ((g_showlogic) && (g_showlogic->value)) // { // gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname); // if (designated_enemy->client) // gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname); // else // gi.dprintf ("NOT A CLIENT\n"); // } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("pick coop failed, using my current enemy\n"); designated_enemy = self->enemy; } } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("pick coop failed, using my current enemy\n"); designated_enemy = self->enemy; } } if ((designated_enemy->inuse) && (designated_enemy->health > 0)) { ent->enemy = designated_enemy; FoundTarget (ent); ent->monsterinfo.attack(ent); } } } } void widow_spawn_check (edict_t *self) { WidowBlaster(self); WidowSpawn (self); } void widow_ready_spawn (edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; int i; WidowBlaster(self); AngleVectors (self->s.angles, f, r, u); for (i=0; i < 2; i++) { VectorCopy (spawnpoints[i], offset); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64)) { SpawnGrow_Spawn (spawnpoint, 1); } } } void widow_step (edict_t *self) { gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0); } mframe_t widow_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, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t widow_move_stand = {FRAME_idle01, FRAME_idle11, widow_frames_stand, NULL}; mframe_t widow_frames_walk [] = { // hand generated numbers /* ai_run, 6, NULL, ai_run, 3, NULL, ai_run, 3, NULL, ai_run, 3, NULL, ai_run, 4, NULL, //5 ai_run, 4, NULL, ai_run, 4, NULL, ai_run, 4.5, NULL, ai_run, 3, NULL, ai_run, 5, NULL, //10 ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 6.5, NULL */ // auto generated numbers ai_walk, 2.79, widow_step, ai_walk, 2.77, NULL, ai_walk, 3.53, NULL, ai_walk, 3.97, NULL, ai_walk, 4.13, NULL, //5 ai_walk, 4.09, NULL, ai_walk, 3.84, NULL, ai_walk, 3.62, widow_step, ai_walk, 3.29, NULL, ai_walk, 6.08, NULL, //10 ai_walk, 6.94, NULL, ai_walk, 5.73, NULL, ai_walk, 2.85, NULL }; mmove_t widow_move_walk = {FRAME_walk01, FRAME_walk13, widow_frames_walk, NULL}; mframe_t widow_frames_run [] = { ai_run, 2.79, widow_step, ai_run, 2.77, NULL, ai_run, 3.53, NULL, ai_run, 3.97, NULL, ai_run, 4.13, NULL, //5 ai_run, 4.09, NULL, ai_run, 3.84, NULL, ai_run, 3.62, widow_step, ai_run, 3.29, NULL, ai_run, 6.08, NULL, //10 ai_run, 6.94, NULL, ai_run, 5.73, NULL, ai_run, 2.85, NULL }; mmove_t widow_move_run = {FRAME_walk01, FRAME_walk13, widow_frames_run, NULL}; void widow_stepshoot (edict_t *self) { gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM,0); WidowBlaster (self); } mframe_t widow_frames_run_attack [] = { ai_charge, 13, widow_stepshoot, ai_charge, 11.72, WidowBlaster, ai_charge, 18.04, WidowBlaster, ai_charge, 14.58, WidowBlaster, ai_charge, 13, widow_stepshoot, //5 ai_charge, 12.12, WidowBlaster, ai_charge, 19.63, WidowBlaster, ai_charge, 11.37, WidowBlaster }; mmove_t widow_move_run_attack = {FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run}; // // These three allow specific entry into the run sequence // void widow_start_run_5 (edict_t *self) { self->monsterinfo.currentmove = &widow_move_run; self->monsterinfo.nextframe = FRAME_walk05; } void widow_start_run_10 (edict_t *self) { self->monsterinfo.currentmove = &widow_move_run; self->monsterinfo.nextframe = FRAME_walk10; } void widow_start_run_12 (edict_t *self) { self->monsterinfo.currentmove = &widow_move_run; self->monsterinfo.nextframe = FRAME_walk12; } mframe_t widow_frames_attack_pre_blaster [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_attack_blaster }; mmove_t widow_move_attack_pre_blaster = {FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, NULL}; // Loop this mframe_t widow_frames_attack_blaster [] = { ai_charge, 0, widow_reattack_blaster, // straight ahead ai_charge, 0, widow_reattack_blaster, // 100 degrees right ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, // 50 degrees right ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, // straight ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster, // 50 degrees left ai_charge, 0, widow_reattack_blaster, ai_charge, 0, widow_reattack_blaster // 70 degrees left }; mmove_t widow_move_attack_blaster = {FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, NULL}; mframe_t widow_frames_attack_post_blaster [] = { ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t widow_move_attack_post_blaster = {FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run}; mframe_t widow_frames_attack_post_blaster_r [] = { ai_charge, -2, NULL, ai_charge, -10, NULL, ai_charge, -2, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_start_run_12 }; mmove_t widow_move_attack_post_blaster_r = {FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, NULL}; mframe_t widow_frames_attack_post_blaster_l [] = { ai_charge, 0, NULL, ai_charge, 14, NULL, ai_charge, -2, NULL, ai_charge, 10, NULL, ai_charge, 10, widow_start_run_12 }; mmove_t widow_move_attack_post_blaster_l = {FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, NULL}; mmove_t widow_move_attack_rail; mmove_t widow_move_attack_rail_l; mmove_t widow_move_attack_rail_r; void WidowRail (edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; int flash = 0; // gi.dprintf ("railing!\n"); AngleVectors (self->s.angles, forward, right, NULL); if (self->monsterinfo.currentmove == &widow_move_attack_rail) flash = MZ2_WIDOW_RAIL; else if (self->monsterinfo.currentmove == &widow_move_attack_rail_l) { flash = MZ2_WIDOW_RAIL_LEFT; } else if (self->monsterinfo.currentmove == &widow_move_attack_rail_r) { flash = MZ2_WIDOW_RAIL_RIGHT; } G_ProjectSource (self->s.origin, monster_flash_offset[flash], forward, right, start); // calc direction to where we targeted VectorSubtract (self->pos1, start, dir); VectorNormalize (dir); monster_fire_railgun (self, start, dir, WIDOW_RAIL_DAMAGE*widow_damage_multiplier, 100, flash); self->timestamp = level.time + RAIL_TIME; } void WidowSaveLoc (edict_t *self) { VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; }; void widow_start_rail (edict_t *self) { self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } void widow_rail_done (edict_t *self) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } mframe_t widow_frames_attack_pre_rail [] = { ai_charge, 0, widow_start_rail, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_attack_rail }; mmove_t widow_move_attack_pre_rail = {FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, NULL}; mframe_t widow_frames_attack_rail [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, WidowSaveLoc, ai_charge, -10, WidowRail, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_rail_done }; mmove_t widow_move_attack_rail = {FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run}; mframe_t widow_frames_attack_rail_r [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, WidowSaveLoc, ai_charge, -10, WidowRail, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_rail_done }; mmove_t widow_move_attack_rail_r = {FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run}; mframe_t widow_frames_attack_rail_l [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, WidowSaveLoc, ai_charge, -10, WidowRail, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_rail_done }; mmove_t widow_move_attack_rail_l = {FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run}; void widow_attack_rail (edict_t *self) { float enemy_angle; // gi.dprintf ("going to the rail!\n"); enemy_angle = target_angle (self); if (enemy_angle < -15) self->monsterinfo.currentmove = &widow_move_attack_rail_l; else if (enemy_angle > 15) self->monsterinfo.currentmove = &widow_move_attack_rail_r; else self->monsterinfo.currentmove = &widow_move_attack_rail; } void widow_start_spawn (edict_t *self) { self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } void widow_done_spawn (edict_t *self) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } mframe_t widow_frames_spawn [] = { ai_charge, 0, NULL, //1 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_start_spawn, ai_charge, 0, NULL, //5 ai_charge, 0, WidowBlaster, //6 ai_charge, 0, widow_ready_spawn, //7 ai_charge, 0, WidowBlaster, ai_charge, 0, WidowBlaster, //9 ai_charge, 0, widow_spawn_check, ai_charge, 0, WidowBlaster, //11 ai_charge, 0, WidowBlaster, ai_charge, 0, WidowBlaster, //13 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_done_spawn }; mmove_t widow_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run}; mframe_t widow_frames_pain_heavy [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t widow_move_pain_heavy = {FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run}; mframe_t widow_frames_pain_light [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t widow_move_pain_light = {FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run}; void spawn_out_start (edict_t *self) { vec3_t startpoint,f,r,u; self->wait = level.time + 2.0; // gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WIDOWBEAMOUT); gi.WriteShort (20001); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_ALL); G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WIDOWBEAMOUT); gi.WriteShort (20002); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_ALL); gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0); } void spawn_out_do (edict_t *self) { vec3_t startpoint,f,r,u; AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WIDOWSPLASH); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_ALL); G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WIDOWSPLASH); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_ALL); VectorCopy (self->s.origin, startpoint); startpoint[2] += 36; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BOSSTPORT); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_PVS); Widowlegs_Spawn (self->s.origin, self->s.angles); G_FreeEdict (self); } mframe_t widow_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, //5 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, spawn_out_start, //10 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, //15 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, //20 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, //25 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, //30 ai_move, 0, spawn_out_do }; mmove_t widow_move_death = {FRAME_death01, FRAME_death31, widow_frames_death, NULL}; void widow_attack_kick (edict_t *self) { vec3_t aim; // VectorSet (aim, MELEE_DISTANCE, 0, 4); VectorSet (aim, 100, 0, 4); if (self->enemy->groundentity) fire_hit (self, aim, (50 + (rand() % 6)), 500); else // not as much kick if they're in the air .. makes it harder to land on her head fire_hit (self, aim, (50 + (rand() % 6)), 250); } mframe_t widow_frames_attack_kick [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, widow_attack_kick, ai_move, 0, NULL, // 5 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t widow_move_attack_kick = {FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run}; void widow_stand (edict_t *self) { // gi.dprintf ("widow stand\n"); gi.sound (self, CHAN_WEAPON, gi.soundindex ("widow/laugh.wav"), 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_stand; } void widow_run (edict_t *self) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &widow_move_stand; else self->monsterinfo.currentmove = &widow_move_run; } void widow_walk (edict_t *self) { self->monsterinfo.currentmove = &widow_move_walk; } void widow_attack (edict_t *self) { float luck; qboolean rail_frames = false, blaster_frames = false, blocked = false, anger = false; self->movetarget = NULL; if (self->monsterinfo.aiflags & AI_BLOCKED) { blocked = true; self->monsterinfo.aiflags &= ~AI_BLOCKED; } if (self->monsterinfo.aiflags & AI_TARGET_ANGER) { anger = true; self->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } if ((!self->enemy) || (!self->enemy->inuse)) return; if (self->bad_area) { if ((qrandom() < 0.1) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } return; } // frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames // frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03))) rail_frames = true; if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12)) blaster_frames = true; WidowCalcSlots(self); // if we can't see the target, spawn stuff regardless of frame if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("attacking blind!\n"); self->monsterinfo.currentmove = &widow_move_spawn; return; } // accept bias towards spawning regardless of frame if (blocked && (SELF_SLOTS_LEFT >= 2)) { self->monsterinfo.currentmove = &widow_move_spawn; return; } if ((realrange(self, self->enemy) > 300) && (!anger) && (qrandom() < 0.5) && (!blocked)) { self->monsterinfo.currentmove = &widow_move_run_attack; return; } if (blaster_frames) { // gi.dprintf ("blaster frame %2.2f <= %2.2f\n", self->monsterinfo.pausetime + BLASTER_TIME, level.time); if (SELF_SLOTS_LEFT >= 2) { self->monsterinfo.currentmove = &widow_move_spawn; return; } else if (self->monsterinfo.pausetime + BLASTER_TIME <= level.time) { self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; return; } } if (rail_frames) { // gi.dprintf ("rail frame %2.2f - %2.2f\n", level.time, self->timestamp); if (!(level.time < self->timestamp)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } if ((rail_frames) || (blaster_frames)) return; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("widow: unknown start frame, picking randomly\n"); luck = qrandom(); if (SELF_SLOTS_LEFT >= 2) { if ((luck <= 0.40) && (self->monsterinfo.pausetime + BLASTER_TIME <= level.time)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck <= 0.7) && !(level.time < self->timestamp)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } else self->monsterinfo.currentmove = &widow_move_spawn; } else { if (level.time < self->timestamp) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck <= 0.50) || (level.time + BLASTER_TIME >= self->monsterinfo.pausetime)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } else // holdout to blaster self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; } } /* void widow_attack (edict_t *self) { float range, luck; // gi.dprintf ("widow attack\n"); if ((!self->enemy) || (!self->enemy->inuse)) return; if (self->bad_area) { if ((random() < 0.1) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } return; } // if we can't see the target, spawn stuff if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames)) { self->monsterinfo.currentmove = &widow_move_spawn; return; } range = realrange (self, self->enemy); if (range < 600) { luck = qrandom(); if (SLOTS_LEFT >= 2) { if (luck <= 0.40) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck <= 0.7) && !(level.time < self->timestamp)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } else self->monsterinfo.currentmove = &widow_move_spawn; } else { if ((luck <= 0.50) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } } else { luck = qrandom(); if (SLOTS_LEFT >= 2) { if (luck < 0.3) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck < 0.65) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_spawn; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } else { if ((luck < 0.45) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } } } */ void widow_attack_blaster (edict_t *self) { self->monsterinfo.pausetime = level.time + 1.0 + (2.0*qrandom()); // self->monsterinfo.pausetime = level.time + 100; // self->plat2flags = 0; self->monsterinfo.currentmove = &widow_move_attack_blaster; self->monsterinfo.nextframe = WidowTorso (self); } void widow_reattack_blaster (edict_t *self) { WidowBlaster(self); // if ((g_showlogic) && (g_showlogic->value)) // { // if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) // gi.dprintf ("pulling left!\n"); // if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r) // gi.dprintf ("pulling right!\n"); // } // self->monsterinfo.currentmove = &widow_move_attack_blaster; // self->monsterinfo.aiflags |= AI_MANUAL_STEERING; // return; // if WidowBlaster bailed us out of the frames, just bail if ((self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) || (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r)) return; // if we're not done with the attack, don't leave the sequence if (self->monsterinfo.pausetime >= level.time) return; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.currentmove = &widow_move_attack_post_blaster; } /* if ( infront(self, self->enemy) ) if (random() <= 0.5) if ((random() < 0.7) || (SLOTS_LEFT <= 1)) self->monsterinfo.currentmove = &widow_move_attack_blaster; else self->monsterinfo.currentmove = &widow_move_spawn; else self->monsterinfo.currentmove = &widow_move_attack_post_blaster; else self->monsterinfo.currentmove = &widow_move_attack_post_blaster; } */ void widow_pain (edict_t *self, edict_t *, float, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; if (skill->value == 3) return; // no pain anims in nightmare if (level.time < self->pain_debounce_time) return; if (self->monsterinfo.pausetime == 100000000) self->monsterinfo.pausetime = 0; self->pain_debounce_time = level.time + 5; if (damage < 15) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); } else if (damage < 75) { if ((skill->value < 3) && (qrandom() < (0.6 - (0.2*((float)skill->value))))) { self->monsterinfo.currentmove = &widow_move_pain_light; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); } else { if ((skill->value < 3) && (qrandom() < (0.75 - (0.1*((float)skill->value))))) { self->monsterinfo.currentmove = &widow_move_pain_heavy; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); } } void widow_dead (edict_t *self) { VectorSet (self->mins, -56, -56, 0); VectorSet (self->maxs, 56, 56, 80); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void widow_die (edict_t *self, edict_t *, edict_t *, int, vec3_t) { self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->count = 0; self->monsterinfo.quad_framenum = 0; self->monsterinfo.double_framenum = 0; self->monsterinfo.invincible_framenum = 0; self->monsterinfo.currentmove = &widow_move_death; } void widow_melee (edict_t *self) { // monster_done_dodge (self); self->monsterinfo.currentmove = &widow_move_attack_kick; } void WidowGoinQuad (edict_t *self, float framenum) { self->monsterinfo.quad_framenum = framenum; widow_damage_multiplier = 4; } void WidowDouble (edict_t *self, float framenum) { self->monsterinfo.double_framenum = framenum; widow_damage_multiplier = 2; } void WidowPent (edict_t *self, float framenum) { self->monsterinfo.invincible_framenum = framenum; } void WidowPowerArmor (edict_t *self) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; // I don't like this, but it works if (self->monsterinfo.power_armor_power <= 0) self->monsterinfo.power_armor_power += 250 * skill->value; } void WidowRespondPowerup (edict_t *self, edict_t *other) { if (other->s.effects & EF_QUAD) { if (skill->value == 1) WidowDouble (self, other->client->quad_framenum); else if (skill->value == 2) WidowGoinQuad (self, other->client->quad_framenum); else if (skill->value == 3) { WidowGoinQuad (self, other->client->quad_framenum); WidowPowerArmor (self); } } else if (other->s.effects & EF_DOUBLE) { if (skill->value == 2) WidowDouble (self, other->client->double_framenum); else if (skill->value == 3) { WidowDouble (self, other->client->double_framenum); WidowPowerArmor (self); } } else widow_damage_multiplier = 1; if (other->s.effects & EF_PENT) { if (skill->value == 1) WidowPowerArmor (self); else if (skill->value == 2) WidowPent (self, other->client->invincible_framenum); else if (skill->value == 3) { WidowPent (self, other->client->invincible_framenum); WidowPowerArmor (self); } } } void WidowPowerups (edict_t *self) { int player; edict_t *ent; if (!(coop && coop->value)) { WidowRespondPowerup (self, self->enemy); } else { // in coop, check for pents, then quads, then doubles for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_PENT) { WidowRespondPowerup (self, ent); return; } } for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_QUAD) { WidowRespondPowerup (self, ent); return; } } for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_DOUBLE) { WidowRespondPowerup (self, ent); return; } } } } qboolean Widow_CheckAttack (edict_t *self) { vec3_t spot1, spot2; vec3_t temp; float chance = 0.0; trace_t tr; int enemy_range; float enemy_yaw; float real_enemy_range; if (!self->enemy) return false; WidowPowerups(self); if (self->monsterinfo.currentmove == &widow_move_run) { // if we're in run, make sure we're in a good frame for attacking before doing anything else // frames 1,2,3,9,10,11,13 good to fire switch (self->s.frame) { case FRAME_walk04: case FRAME_walk05: case FRAME_walk06: case FRAME_walk07: case FRAME_walk08: case FRAME_walk12: { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Not in good walk frame (%d), not attacking\n", (self->s.frame - FRAME_walk01+1)); return false; } default: break; } } // give a LARGE bias to spawning things when we have room // use AI_BLOCKED as a signal to attack to spawn if ((qrandom() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150)) { self->monsterinfo.aiflags |= AI_BLOCKED; self->monsterinfo.attack_state = AS_MISSILE; return true; } if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy) { // go ahead and spawn stuff if we're mad a a client if (self->enemy->client && SELF_SLOTS_LEFT >= 2) { self->monsterinfo.attack_state = AS_BLIND; return true; } // PGM - we want them to go ahead and shoot at info_notnulls if they can. if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM return false; } } enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw2(temp); self->ideal_yaw = enemy_yaw; real_enemy_range = realrange (self, self->enemy); // if (g_showlogic->value) // gi.dprintf ("range = %2.2f\n", real_enemy_range); // melee attack // if (enemy_range == RANGE_MELEE) if (real_enemy_range <= (MELEE_DISTANCE+20)) { // don't always melee in easy mode if (skill->value == 0 && (rand()&3) ) return false; if (self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } if (level.time < self->monsterinfo.attack_finished) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.8; } else if (enemy_range == RANGE_NEAR) { chance = 0.7; } else if (enemy_range == RANGE_MID) { chance = 0.6; } else if (enemy_range == RANGE_FAR) { chance = 0.5; } // PGM - go ahead and shoot every time if it's a info_notnull if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT)) { self->monsterinfo.attack_state = AS_MISSILE; return true; } return false; } qboolean widow_blocked (edict_t *self, float) { // if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag, // and call attack to get a new attack sequence. make sure to turn it off when we're done. // // I'm using AI_TARGET_ANGER for this purpose if (self->monsterinfo.currentmove == &widow_move_run_attack) { self->monsterinfo.aiflags |= AI_TARGET_ANGER; if (self->monsterinfo.checkattack(self)) self->monsterinfo.attack(self); else self->monsterinfo.run(self); return true; } if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; /* if(blocked_checkjump (self, dist, 192, 40)) { infantry_jump(self); return true; } if(blocked_checkplat (self, dist)) return true; */ return false; } void WidowCalcSlots (edict_t *self) { //int old_slots; //old_slots = self->monsterinfo.monster_slots; switch ((int)skill->value) { case 0: case 1: self->monsterinfo.monster_slots = 3; break; case 2: self->monsterinfo.monster_slots = 4; break; case 3: self->monsterinfo.monster_slots = 6; break; default: self->monsterinfo.monster_slots = 3; break; } if (coop->value) { self->monsterinfo.monster_slots = qmin(6, self->monsterinfo.monster_slots + ((skill->value)*(CountPlayers()-1))); } // if ((g_showlogic) && (g_showlogic->value) && (old_slots != self->monsterinfo.monster_slots)) // gi.dprintf ("number of slots changed from %d to %d\n", old_slots, self->monsterinfo.monster_slots); } void WidowPrecache (void) { // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs gi.soundindex ("stalker/pain.wav"); gi.soundindex ("stalker/death.wav"); gi.soundindex ("stalker/sight.wav"); gi.soundindex ("stalker/melee1.wav"); gi.soundindex ("stalker/melee2.wav"); gi.soundindex ("stalker/idle.wav"); gi.soundindex ("tank/tnkatck3.wav"); gi.modelindex ("models/proj/laser2/tris.md2"); gi.modelindex ("models/monsters/stalker/tris.md2"); gi.modelindex ("models/items/spawngro2/tris.md2"); gi.modelindex ("models/objects/gibs/sm_metal/tris.md2"); gi.modelindex ("models/objects/gibs/gear/tris.md2"); gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2"); gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2"); gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2"); gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2"); gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2"); gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2"); gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2"); gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2"); gi.modelindex ("models/monsters/legs/tris.md2"); gi.soundindex ("misc/bwidowbeamout.wav"); gi.soundindex ("misc/bigtele.wav"); gi.soundindex ("widow/bwstep3.wav"); gi.soundindex ("widow/bwstep2.wav"); } /*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight */ void SP_monster_widow (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("widow/bw1pain1.wav"); sound_pain2 = gi.soundindex ("widow/bw1pain2.wav"); sound_pain3 = gi.soundindex ("widow/bw1pain3.wav"); sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav"); // sound_sight = gi.soundindex ("widow/sight.wav"); sound_rail = gi.soundindex ("gladiator/railgun.wav"); // self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2"); VectorSet (self->mins, -40, -40, 0); VectorSet (self->maxs, 40, 40, 144); self->health = 2000 + 1000*(skill->value); if (coop->value) self->health += 500*(skill->value); // self->health = 1; self->gib_health = -5000; self->mass = 1500; /* if (skill->value == 2) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 250; } else */if (skill->value == 3) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 500; } self->yaw_speed = 30; self->flags |= FL_IMMUNE_LASER; self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->pain = widow_pain; self->die = widow_die; self->monsterinfo.melee = widow_melee; self->monsterinfo.stand = widow_stand; self->monsterinfo.walk = widow_walk; self->monsterinfo.run = widow_run; self->monsterinfo.attack = widow_attack; self->monsterinfo.search = widow_search; self->monsterinfo.checkattack = Widow_CheckAttack; self->monsterinfo.sight = widow_sight; self->monsterinfo.blocked = widow_blocked; gi.linkentity (self); self->monsterinfo.currentmove = &widow_move_stand; self->monsterinfo.scale = MODEL_SCALE; WidowPrecache(); WidowCalcSlots(self); widow_damage_multiplier = 1; walkmonster_start (self); }