ref: e5661fc7dc225f89da46454f2545dd8574fa3073
dir: /rogue/m_medic.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_medic.h" #define MEDIC_MIN_DISTANCE 32 #define MEDIC_MAX_HEAL_DISTANCE 400 #define MEDIC_TRY_TIME 10.0 // FIXME - // // owner moved to monsterinfo.healer instead // // For some reason, the healed monsters are rarely ending up in the floor // // 5/15/1998 I think I fixed these, keep an eye on them qboolean visible (edict_t *self, edict_t *other); void M_SetEffects (edict_t *ent); qboolean FindTarget (edict_t *self); void HuntTarget (edict_t *self); void FoundTarget (edict_t *self); char *ED_NewString (char *string); void spawngrow_think (edict_t *self); void SpawnGrow_Spawn (vec3_t startpos, int size); void ED_CallSpawn (edict_t *ent); void M_FliesOff (edict_t *self); void M_FliesOn (edict_t *self); static int sound_idle1; static int sound_pain1; static int sound_pain2; static int sound_die; static int sound_sight; static int sound_search; static int sound_hook_launch; static int sound_hook_hit; static int sound_hook_heal; static int sound_hook_retract; // PMM - commander sounds static int commander_sound_idle1; static int commander_sound_pain1; static int commander_sound_pain2; static int commander_sound_die; static int commander_sound_sight; static int commander_sound_search; static int commander_sound_hook_launch; static int commander_sound_hook_hit; static int commander_sound_hook_heal; static int commander_sound_hook_retract; static int commander_sound_spawn; char * reinforcements[] = { {"monster_soldier_light"}, // 0 {"monster_soldier"}, // 1 {"monster_soldier_ss"}, // 2 {"monster_infantry"}, // 3 {"monster_gunner"}, // 4 // {"monster_chick"}, // 4 {"monster_medic"}, // 5 {"monster_gladiator"} // 6 }; vec3_t reinforcement_mins[] = { {-16, -16, -24}, {-16, -16, -24}, {-16, -16, -24}, {-16, -16, -24}, {-16, -16, -24}, {-16, -16, -24}, {-32, -32, -24} }; vec3_t reinforcement_maxs[] = { {16, 16, 32}, {16, 16, 32}, {16, 16, 32}, {16, 16, 32}, {16, 16, 32}, {16, 16, 32}, {32, 32, 64} }; vec3_t reinforcement_position[] = { {80, 0, 0}, {40, 60, 0}, {40, -60, 0}, {0, 80, 0}, {0, -80, 0} }; void cleanupHeal (edict_t *self, qboolean change_frame) { // clean up target, if we have one and it's legit if (self->enemy && self->enemy->inuse) { self->enemy->monsterinfo.healer = NULL; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->takedamage = DAMAGE_YES; M_SetEffects (self->enemy); } if (change_frame) self->monsterinfo.nextframe = FRAME_attack52; } void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark) { int hurt; static vec3_t pain_normal = { 0, 0, 1 }; // clean up target cleanupHeal (self, change_frame); // gib em! if ((mark) && (self->enemy) && (self->enemy->inuse)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - marking target as bad\n", self->classname); // if the first badMedic slot is filled by a medic, skip it and use the second one if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) ) { self->enemy->monsterinfo.badMedic2 = self; } else { self->enemy->monsterinfo.badMedic1 = self; } } if ((gib) && (self->enemy) && (self->enemy->inuse)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - gibbing bad heal target", self->classname); if(self->enemy->gib_health) hurt = - self->enemy->gib_health; else hurt = 500; T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin, pain_normal, hurt, 0, 0, MOD_UNKNOWN); } // clean up self self->monsterinfo.aiflags &= ~AI_MEDIC; if ((self->oldenemy) && (self->oldenemy->inuse)) self->enemy = self->oldenemy; else self->enemy = NULL; self->monsterinfo.medicTries = 0; } qboolean canReach (edict_t *self, edict_t *other) { vec3_t spot1; vec3_t spot2; trace_t trace; VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (other->s.origin, spot2); spot2[2] += other->viewheight; trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER); if (trace.fraction == 1.0 || trace.ent == other) // PGM return true; return false; } edict_t *medic_FindDeadMonster (edict_t *self) { float radius; edict_t *ent = NULL; edict_t *best = NULL; if (self->monsterinfo.aiflags & AI_STAND_GROUND) radius = MEDIC_MAX_HEAL_DISTANCE; else radius = 1024; while ((ent = findradius(ent, self->s.origin, radius)) != NULL) { if (ent == self) continue; if (!(ent->svflags & SVF_MONSTER)) continue; if (ent->monsterinfo.aiflags & AI_GOOD_GUY) continue; // check to make sure we haven't bailed on this guy already if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self)) continue; if (ent->monsterinfo.healer) // FIXME - this is correcting a bug that is somewhere else // if the healer is a monster, and it's in medic mode .. continue .. otherwise // we will override the healer, if it passes all the other tests if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) && (ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC)) continue; if (ent->health > 0) continue; if ((ent->nextthink) && !((ent->think == M_FliesOn) || (ent->think == M_FliesOff))) continue; if (!visible(self, ent)) // if (!canReach(self, ent)) continue; if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities continue; // FIXME - there's got to be a better way .. // make sure we don't spawn people right on top of us if (realrange(self, ent) <= MEDIC_MIN_DISTANCE) continue; if (!best) { best = ent; continue; } if (ent->max_health <= best->max_health) continue; best = ent; } if (best) self->timestamp = level.time + MEDIC_TRY_TIME; return best; } void medic_idle (edict_t *self) { edict_t *ent; // PMM - commander sounds if (self->mass == 400) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0); if (!self->oldenemy) { ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->monsterinfo.healer = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); } } } void medic_search (edict_t *self) { edict_t *ent; // PMM - commander sounds if (self->mass == 400) gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0); if (!self->oldenemy) { ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->monsterinfo.healer = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); } } } void medic_sight (edict_t *self, edict_t *) { // PMM - commander sounds if (self->mass == 400) gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0); } mframe_t medic_frames_stand [] = { ai_stand, 0, medic_idle, 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, 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, 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, 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, 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, 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, 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, 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, ai_stand, 0, NULL, }; mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL}; void medic_stand (edict_t *self) { self->monsterinfo.currentmove = &medic_move_stand; } mframe_t medic_frames_walk [] = { ai_walk, 6.2, NULL, ai_walk, 18.1, NULL, ai_walk, 1, NULL, ai_walk, 9, NULL, ai_walk, 10, NULL, ai_walk, 9, NULL, ai_walk, 11, NULL, ai_walk, 11.6, NULL, ai_walk, 2, NULL, ai_walk, 9.9, NULL, ai_walk, 14, 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) { self->monsterinfo.currentmove = &medic_move_walk; } mframe_t medic_frames_run [] = { ai_run, 18, NULL, ai_run, 22.5, NULL, ai_run, 25.4, monster_done_dodge, ai_run, 23.4, NULL, ai_run, 24, NULL, ai_run, 35.6, NULL //pmm }; mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL}; void medic_run (edict_t *self) { monster_done_dodge (self); if (!(self->monsterinfo.aiflags & AI_MEDIC)) { edict_t *ent; ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->monsterinfo.healer = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); return; } } // else if (!canReach(self, self->enemy)) // { // abortHeal (self, 0); // } if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &medic_move_stand; else self->monsterinfo.currentmove = &medic_move_run; } 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, 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 [] = { 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, 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 *, float, int damage) { monster_done_dodge (self); if ((self->health < (self->max_health / 2))) if (self->mass > 400) self->s.skinnum = 3; else self->s.skinnum = 1; if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare // if we're healing someone, we ignore pain if (self->monsterinfo.aiflags & AI_MEDIC) return; if (self->mass > 400) { if (damage < 35) { gi.sound (self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0); return; } self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; gi.sound (self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0); if (qrandom() < (qmin(((float)damage * 0.005), 0.5))) // no more than 50% chance of big pain self->monsterinfo.currentmove = &medic_move_pain2; else self->monsterinfo.currentmove = &medic_move_pain1; } else if (qrandom() < 0.5) { self->monsterinfo.currentmove = &medic_move_pain1; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &medic_move_pain2; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } void medic_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; int damage = 2; // paranoia checking if (!(self->enemy && self->enemy->inuse)) return; if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) 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)) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); if (!strcmp(self->enemy->classname, "tesla")) damage = 3; // medic commander shoots blaster2 if (self->mass > 400) monster_fire_blaster2 (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, effect); else monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_1, effect); } void medic_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } 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, 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, 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 medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead}; void medic_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; // if we had a pending patient, he was already freed up in Killed // check for gib if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death // PMM if (self->mass == 400) gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0); // self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &medic_move_death; } mframe_t medic_frames_duck [] = { ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, monster_duck_down, ai_move, -1, monster_duck_hold, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, // PMM - duck up used to be here ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, monster_duck_up, ai_move, -1, NULL, ai_move, -1, NULL }; mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run}; // PMM -- moved dodge code to after attack code so I can reference attack frames mframe_t medic_frames_attackHyperBlaster [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, 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}; void medic_continue (edict_t *self) { if (visible (self, self->enemy) ) if (qrandom() <= 0.95) self->monsterinfo.currentmove = &medic_move_attackHyperBlaster; } mframe_t medic_frames_attackBlaster [] = { ai_charge, 0, NULL, ai_charge, 5, NULL, ai_charge, 5, NULL, ai_charge, 3, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, NULL, 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}; void medic_hook_launch (edict_t *self) { // PMM - commander sounds if (self->mass == 400) gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0); } static vec3_t medic_cable_offsets[] = { 45.0, -9.2, 15.5, 48.4, -9.7, 15.2, 47.8, -9.8, 15.8, 47.3, -9.3, 14.3, 45.4, -10.1, 13.1, 41.9, -12.7, 12.0, 37.8, -15.8, 11.2, 34.3, -18.4, 10.7, 32.7, -19.7, 10.4, 32.7, -19.7, 10.4 }; void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; // vec3_t angles; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to target's disappearance\n"); abortHeal (self, true, false, false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { abortHeal (self, true, false, false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // not needed, done in checkattack // check for min distance VectorSubtract (start, self->enemy->s.origin, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to proximity to target "); abortHeal (self, true, true, false ); return; } // if ((g_showlogic)&&(g_showlogic->value)) // gi.dprintf ("distance to target is %f\n", distance); // if (distance > 300) // return; // check for min/max pitch // PMM -- took out since it doesn't look bad when it fails // vectoangles (dir, angles); // if (angles[0] < -180) // angles[0] += 360; // if (fabs(angles[0]) > 45) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to bad angle\n"); // abortHeal(self); // return; // } tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == WORLD) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self, true, false, true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n"); abortHeal (self, true, false, false); return; } if (self->s.frame == FRAME_attack43) { // PMM - commander sounds if (self->mass == 400) gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); else gi.sound (self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->takedamage = DAMAGE_NO; M_SetEffects (self->enemy); } else if (self->s.frame == FRAME_attack50) { vec3_t maxs; self->enemy->spawnflags = 0; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->monsterinfo.healer = self; VectorCopy (self->enemy->maxs, maxs); maxs[2] += 48; // compensate for change when they die tr = gi.trace (self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID); if (tr.startsolid || tr.allsolid) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed, aborting heal!\n"); abortHeal (self, true, true, false); return; } else if (tr.ent != WORLD) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("heal in entity %s\n", tr.ent->classname); abortHeal (self, true, true, false); return; } /* else if (tr.ent == WORLD) { if ((g_showlogic) && (g_showlogic->value)) gi.dprintf ("heal in world, aborting!\n"); abortHeal (self, 1); return; } */ else { self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn (self->enemy); if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } // self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT; // turn off flies self->enemy->s.effects &= ~EF_FLIES; self->enemy->monsterinfo.healer = NULL; if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname); self->enemy->enemy = self->oldenemy; // HuntTarget (self->enemy); FoundTarget (self->enemy); } else { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("no valid enemy to set!\n"); self->enemy->enemy = NULL; if (!FindTarget (self->enemy)) { // no valid enemy, so stop acting self->enemy->monsterinfo.pausetime = level.time + 100000000; self->enemy->monsterinfo.stand (self->enemy); } self->enemy = NULL; self->oldenemy = NULL; if (!FindTarget (self)) { // no valid enemy, so stop acting self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); return; } } } } else { if (self->s.frame == FRAME_attack44) // PMM - medic commander sounds if (self->mass == 400) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment VectorMA (start, 8, f, start); // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); } void medic_hook_retract (edict_t *self) { if (self->mass == 400) gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); self->monsterinfo.aiflags &= ~AI_MEDIC; if ((self->oldenemy) && (self->oldenemy->inuse)) self->enemy = self->oldenemy; else { self->enemy = NULL; self->oldenemy = NULL; if (!FindTarget (self)) { // no valid enemy, so stop acting self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); return; } } } mframe_t medic_frames_attackCable [] = { // ROGUE - negated 36-40 so he scoots back from his target a little // ROGUE - switched 33-36 to ai_charge // ROGUE - changed frame 52 to 0 to compensate for changes in 36-40 ai_charge, 2, NULL, //33 ai_charge, 3, NULL, ai_charge, 5, NULL, ai_charge, -4.4, NULL, //36 ai_charge, -4.7, NULL, //37 ai_charge, -5, NULL, ai_charge, -6, NULL, ai_charge, -4, NULL, //40 ai_charge, 0, NULL, ai_move, 0, medic_hook_launch, //42 ai_move, 0, medic_cable_attack, //43 ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, //51 ai_move, 0, medic_hook_retract, //52 ai_move, -1.5, NULL, ai_move, -1.2, NULL, ai_move, -3, NULL, ai_move, -2, NULL, ai_move, 0.3, NULL, ai_move, 0.7, NULL, ai_move, 1.2, NULL, ai_move, 1.3, NULL //60 }; mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run}; void medic_start_spawn (edict_t *self) { gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0); self->monsterinfo.nextframe = FRAME_attack48; } void medic_determine_spawn (edict_t *self) { vec3_t f, r, offset, startpoint, spawnpoint; float lucky; int summonStr; int count; int inc; int num_summoned; // should be 1, 3, or 5 int num_success = 0; lucky = qrandom(); summonStr = skill->value; // bell curve - 0 = 67%, 1 = 93%, 2 = 99% -- too steep // this ends up with // -3 = 5% // -2 = 10% // -1 = 15% // 0 = 40% // +1 = 15% // +2 = 10% // +3 = 5% if (lucky < 0.05) summonStr -= 3; else if (lucky < 0.15) summonStr -= 2; else if (lucky < 0.3) summonStr -= 1; else if (lucky > 0.95) summonStr += 3; else if (lucky > 0.85) summonStr += 2; else if (lucky > 0.7) summonStr += 1; if (summonStr < 0) summonStr = 0; //FIXME - need to remember this, might as well use this int that isn't used for monsters self->plat2flags = summonStr; AngleVectors (self->s.angles, f, r, NULL); // this yields either 1, 3, or 5 if (summonStr) num_summoned = (summonStr - 1) + (summonStr % 2); else num_summoned = 1; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned); for (count = 0; count < num_summoned; count++) { inc = count + (count%2); // 0, 2, 2, 4, 4 VectorCopy (reinforcement_position[count], offset); G_ProjectSource (self->s.origin, offset, f, r, startpoint); // a little off the ground startpoint[2] += 10; if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32)) { if (CheckGroundSpawnPoint(spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], 256, -1)) { num_success++; // we found a spot, we're done here count = num_summoned; } // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: CheckGroundSpawnPoint says bad stuff down there!\n"); } } if (num_success == 0) { for (count = 0; count < num_summoned; count++) { inc = count + (count%2); // 0, 2, 2, 4, 4 VectorCopy (reinforcement_position[count], offset); // check behind offset[0] *= -1.0; offset[1] *= -1.0; G_ProjectSource (self->s.origin, offset, f, r, startpoint); // a little off the ground startpoint[2] += 10; if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32)) { if (CheckGroundSpawnPoint(spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], 256, -1)) { num_success++; // we found a spot, we're done here count = num_summoned; } } } if (num_success) { self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180; if (self->ideal_yaw > 360.0) self->ideal_yaw -= 360.0; // self->plat2flags *= -1; } } if (num_success == 0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: failed to find any spawn points, aborting!\n"); self->monsterinfo.nextframe = FRAME_attack53; } } void medic_spawngrows (edict_t *self) { vec3_t f, r, offset, startpoint, spawnpoint; int summonStr; int count; int inc; int num_summoned; // should be 1, 3, or 5 int num_success = 0; float current_yaw; // if we've been directed to turn around if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { current_yaw = anglemod(self->s.angles[YAW]); if (fabs(current_yaw - self->ideal_yaw) > 0.1) { self->monsterinfo.aiflags |= AI_HOLD_FRAME; return; } // done turning around self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } // if (self->plat2flags < 0) // { // summonStr = -1.0 * self->plat2flags; // behind = true; // } // else summonStr = self->plat2flags; AngleVectors (self->s.angles, f, r, NULL); // num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5 if (summonStr) num_summoned = (summonStr - 1) + (summonStr % 2); else num_summoned = 1; for (count = 0; count < num_summoned; count++) { inc = count + (count%2); // 0, 2, 2, 4, 4 VectorCopy (reinforcement_position[count], offset); G_ProjectSource (self->s.origin, offset, f, r, startpoint); // a little off the ground startpoint[2] += 10; if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32)) { if (CheckGroundSpawnPoint(spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], 256, -1)) { num_success++; if ((summonStr-inc) > 3) SpawnGrow_Spawn (spawnpoint, 1); // big monster else SpawnGrow_Spawn (spawnpoint, 0); // normal size } } } if (num_success == 0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: spawngrows bad, aborting!\n"); self->monsterinfo.nextframe = FRAME_attack53; } } void medic_finish_spawn (edict_t *self) { edict_t *ent; vec3_t f, r, offset, startpoint, spawnpoint; int summonStr; int count; int inc; int num_summoned; // should be 1, 3, or 5 edict_t *designated_enemy; // trace_t tr; // vec3_t mins, maxs; // this is one bigger than the soldier's real mins .. just for paranoia's sake // VectorSet (mins, -17, -17, -25); // VectorSet (maxs, 17, 17, 33); //FIXME - better place to store this info? if (self->plat2flags < 0) self->plat2flags *= -1; summonStr = self->plat2flags; AngleVectors (self->s.angles, f, r, NULL); // num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5 if (summonStr) num_summoned = (summonStr - 1) + (summonStr % 2); else num_summoned = 1; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned); for (count = 0; count < num_summoned; count++) { inc = count + (count%2); // 0, 2, 2, 4, 4 VectorCopy (reinforcement_position[count], offset); G_ProjectSource (self->s.origin, offset, f, r, startpoint); // a little off the ground startpoint[2] += 10; ent = NULL; if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32)) { if (CheckSpawnPoint (spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc])) ent = CreateGroundMonster (spawnpoint, self->s.angles, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], reinforcements[summonStr-inc], 256); // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("CheckSpawnPoint failed volume check!\n"); } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("FindSpawnPoint failed to find a point!\n"); } if (!ent) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed for %s, aborting!\n", reinforcements[summonStr-inc]); continue; } // gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0); if (ent->think) { ent->nextthink = level.time; ent->think (ent); } ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT|AI_SPAWNED_MEDIC_C; ent->monsterinfo.commander = self; self->monsterinfo.monster_slots--; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: %d slots remaining\n", self->monsterinfo.monster_slots); if (self->monsterinfo.aiflags & AI_MEDIC) designated_enemy = self->oldenemy; else designated_enemy = self->enemy; if (coop && coop->value) { 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) && (designated_enemy->inuse) && (designated_enemy->health > 0)) { // fixme // if ((g_showlogic) && (g_showlogic -> value)) // gi.dprintf ("setting enemy to %s\n", designated_enemy->classname); ent->enemy = designated_enemy; FoundTarget (ent); } else { ent->enemy = NULL; ent->monsterinfo.stand (ent); } // ent->s.event = EV_PLAYER_TELEPORT; } } mframe_t medic_frames_callReinforcements [] = { // ROGUE - 33-36 now ai_charge ai_charge, 2, NULL, //33 ai_charge, 3, NULL, ai_charge, 5, NULL, ai_charge, 4.4, NULL, //36 ai_charge, 4.7, NULL, ai_charge, 5, NULL, ai_charge, 6, NULL, ai_charge, 4, NULL, //40 ai_charge, 0, NULL, ai_move, 0, medic_start_spawn, //42 ai_move, 0, NULL, //43 -- 43 through 47 are skipped ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, medic_determine_spawn, //48 ai_charge, 0, medic_spawngrows, //49 ai_move, 0, NULL, //50 ai_move, 0, NULL, //51 ai_move, -15, medic_finish_spawn, //52 ai_move, -1.5, NULL, ai_move, -1.2, NULL, ai_move, -3, NULL, ai_move, -2, NULL, ai_move, 0.3, NULL, ai_move, 0.7, NULL, ai_move, 1.2, NULL, ai_move, 1.3, NULL //60 }; mmove_t medic_move_callReinforcements = {FRAME_attack33, FRAME_attack60, medic_frames_callReinforcements, medic_run}; void medic_attack(edict_t *self) { int enemy_range; float r; monster_done_dodge (self); enemy_range = range(self, self->enemy); // signal from checkattack to spawn if (self->monsterinfo.aiflags & AI_BLOCKED) { self->monsterinfo.currentmove = &medic_move_callReinforcements; self->monsterinfo.aiflags &= ~AI_BLOCKED; } r = qrandom(); if (self->monsterinfo.aiflags & AI_MEDIC) { if ((self->mass > 400) && (r > 0.8) && (self->monsterinfo.monster_slots > 2)) self->monsterinfo.currentmove = &medic_move_callReinforcements; else self->monsterinfo.currentmove = &medic_move_attackCable; } else { if (self->monsterinfo.attack_state == AS_BLIND) { self->monsterinfo.currentmove = &medic_move_callReinforcements; return; } if ((self->mass > 400) && (r > 0.2) && (enemy_range != RANGE_MELEE) && (self->monsterinfo.monster_slots > 2)) self->monsterinfo.currentmove = &medic_move_callReinforcements; else self->monsterinfo.currentmove = &medic_move_attackBlaster; } } qboolean medic_checkattack (edict_t *self) { if (self->monsterinfo.aiflags & AI_MEDIC) { // if our target went away if ((!self->enemy) || (!self->enemy->inuse)) { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("aborting heal target due to gib\n"); abortHeal (self, true, false, false); return false; } // if we ran out of time, give up if (self->timestamp < level.time) { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("aborting heal target (%s) due to time\n", self->enemy->classname); abortHeal (self, true, false, true); self->timestamp = 0; return false; } if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE+10) { medic_attack(self); return true; } else { self->monsterinfo.attack_state = AS_STRAIGHT; return false; } } if (self->enemy->client && !visible (self, self->enemy) && (self->monsterinfo.monster_slots > 2)) { self->monsterinfo.attack_state = AS_BLIND; return true; } // 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->monsterinfo.monster_slots > 5) && (realrange(self, self->enemy) > 150)) { self->monsterinfo.aiflags |= AI_BLOCKED; self->monsterinfo.attack_state = AS_MISSILE; return true; } // ROGUE // since his idle animation looks kinda bad in combat, if we're not in easy mode, always attack // when he's on a combat point if (skill->value > 0) if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.attack_state = AS_MISSILE; return true; } return M_CheckAttack (self); } /* void medic_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &medic_move_duck; //=========== //PMM - rogue rewrite of dodge code. float r; float height; int shooting = 0; // this needs to be before the AI_MEDIC check, because // a) if AI_MEDIC is set, we should have an enemy anyway and // b) FoundTarget calls medic_run, which can set AI_MEDIC if (!self->enemy) { self->enemy = attacker; FoundTarget (self); } // don't dodge if you're healing if (self->monsterinfo.aiflags & AI_MEDIC) return; // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was // seeing numbers like 13 and 14) if ((eta < 0.1) || (eta > 5)) return; r = qrandom(); if (r > (0.25*((skill->value)+1))) return; if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) || (self->monsterinfo.currentmove == &medic_move_attackCable) || (self->monsterinfo.currentmove == &medic_move_attackBlaster)) { shooting = 1; } if (self->monsterinfo.aiflags & AI_DODGING) { height = self->absmax[2]; } else { height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1 } // check to see if it makes sense to duck if (tr->endpos[2] <= height) { vec3_t right, diff; if (shooting) { self->monsterinfo.attack_state = AS_SLIDING; return; } AngleVectors (self->s.angles, NULL, right, NULL); VectorSubtract (tr->endpos, self->s.origin, diff); if (DotProduct (right, diff) < 0) { self->monsterinfo.lefty = 1; } // if it doesn't sense to duck, try to strafe away monster_done_dodge (self); self->monsterinfo.currentmove = &medic_move_run; self->monsterinfo.attack_state = AS_SLIDING; return; } if (skill->value == 0) { self->monsterinfo.currentmove = &medic_move_duck; // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; self->monsterinfo.aiflags |= AI_DODGING; return; } if (!shooting) { self->monsterinfo.currentmove = &medic_move_duck; self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.aiflags |= AI_DODGING; } return; //PMM //=========== } */ void MedicCommanderCache (void) { edict_t *newEnt; int i; //FIXME - better way to do this? this is quick and dirty for (i=0; i < 7; i++) { newEnt = G_Spawn(); VectorCopy(vec3_origin, newEnt->s.origin); VectorCopy(vec3_origin, newEnt->s.angles); newEnt->classname = ED_NewString (reinforcements[i]); newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn(newEnt); // FIXME - could copy mins/maxs into reinforcements from here G_FreeEdict (newEnt); } //modelidx = gi.modelindex("models/items/spawngro/tris.md2"); //modelidx = gi.modelindex("models/items/spawngro2/tris.md2"); } void medic_duck (edict_t *self, float eta) { // don't dodge if you're healing if (self->monsterinfo.aiflags & AI_MEDIC) return; if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) || (self->monsterinfo.currentmove == &medic_move_attackCable) || (self->monsterinfo.currentmove == &medic_move_attackBlaster) || (self->monsterinfo.currentmove == &medic_move_callReinforcements)) { // he ignores skill self->monsterinfo.aiflags &= ~AI_DUCKED; return; } if (skill->value == 0) // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; else self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); // has to be done immediately otherwise he can get stuck monster_duck_down(self); self->monsterinfo.nextframe = FRAME_duck1; self->monsterinfo.currentmove = &medic_move_duck; return; } void medic_sidestep (edict_t *self) { if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) || (self->monsterinfo.currentmove == &medic_move_attackCable) || (self->monsterinfo.currentmove == &medic_move_attackBlaster) || (self->monsterinfo.currentmove == &medic_move_callReinforcements)) { // if we're shooting, and not on easy, don't dodge if (skill->value) { self->monsterinfo.aiflags &= ~AI_DODGING; return; } } if (self->monsterinfo.currentmove != &medic_move_run) self->monsterinfo.currentmove = &medic_move_run; } //=========== //PGM qboolean medic_blocked (edict_t *self, float dist) { if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; if(blocked_checkplat (self, dist)) return true; return false; } //PGM //=========== /*QUAKED monster_medic_commander (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) { if (deathmatch->value) { G_FreeEdict (self); return; } self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 32); //PMM if (strcmp(self->classname, "monster_medic_commander") == 0) { self->health = 600; // fixme self->gib_health = -130; self->mass = 600; self->yaw_speed = 40; // default is 20 MedicCommanderCache(); // self->s.skinnum = 2; } else { //PMM self->health = 300; self->gib_health = -130; self->mass = 400; // self->s.skinnum = 0; } self->pain = medic_pain; self->die = medic_die; self->monsterinfo.stand = medic_stand; self->monsterinfo.walk = medic_walk; self->monsterinfo.run = medic_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = medic_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = medic_sidestep; // self->monsterinfo.dodge = medic_dodge; // pmm self->monsterinfo.attack = medic_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = medic_sight; self->monsterinfo.idle = medic_idle; self->monsterinfo.search = medic_search; self->monsterinfo.checkattack = medic_checkattack; self->monsterinfo.blocked = medic_blocked; gi.linkentity (self); self->monsterinfo.currentmove = &medic_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); //PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; if (self->mass > 400) { self->s.skinnum = 2; if (skill->value == 0) self->monsterinfo.monster_slots = 3; else if (skill->value == 1) self->monsterinfo.monster_slots = 4; else if (skill->value == 2) self->monsterinfo.monster_slots = 6; else if (skill->value == 3) self->monsterinfo.monster_slots = 6; // commander sounds commander_sound_idle1 = gi.soundindex ("medic_commander/medidle.wav"); commander_sound_pain1 = gi.soundindex ("medic_commander/medpain1.wav"); commander_sound_pain2 = gi.soundindex ("medic_commander/medpain2.wav"); commander_sound_die = gi.soundindex ("medic_commander/meddeth.wav"); commander_sound_sight = gi.soundindex ("medic_commander/medsght.wav"); commander_sound_search = gi.soundindex ("medic_commander/medsrch.wav"); commander_sound_hook_launch = gi.soundindex ("medic_commander/medatck2c.wav"); commander_sound_hook_hit = gi.soundindex ("medic_commander/medatck3a.wav"); commander_sound_hook_heal = gi.soundindex ("medic_commander/medatck4a.wav"); commander_sound_hook_retract = gi.soundindex ("medic_commander/medatck5a.wav"); commander_sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav"); gi.soundindex ("tank/tnkatck3.wav"); } else { sound_idle1 = gi.soundindex ("medic/idle.wav"); sound_pain1 = gi.soundindex ("medic/medpain1.wav"); sound_pain2 = gi.soundindex ("medic/medpain2.wav"); sound_die = gi.soundindex ("medic/meddeth1.wav"); sound_sight = gi.soundindex ("medic/medsght1.wav"); sound_search = gi.soundindex ("medic/medsrch1.wav"); sound_hook_launch = gi.soundindex ("medic/medatck2.wav"); sound_hook_hit = gi.soundindex ("medic/medatck3.wav"); sound_hook_heal = gi.soundindex ("medic/medatck4.wav"); sound_hook_retract = gi.soundindex ("medic/medatck5.wav"); gi.soundindex ("medic/medatck1.wav"); self->s.skinnum = 0; } //pmm }