ref: f17137ef1990270b3f6b46845e8c8ec80644f288
dir: /rogue/m_widow2.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_widow2.h" // timestamp used to prevent rapid fire of melee attack #define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn #define DISRUPT_TIME 3 static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_death; static int sound_search1; static int sound_disrupt; static int sound_tentacles_retract; // sqrt(64*64*2) + sqrt(28*28*2) => 130.1 static vec3_t spawnpoints[] = { {30, 135, 0}, {30, -135, 0} }; static float sweep_angles[] = { -40.0, -32.0, -24.0, -16.0, -8.0, 0.0, 8.0, 16.0, 24.0, 32.0, 40.0 }; extern vec3_t stalker_mins, stalker_maxs; qboolean infront (edict_t *self, edict_t *other); void WidowCalcSlots (edict_t *self); void WidowPowerups (edict_t *self); void widow2_run (edict_t *self); void widow2_stand (edict_t *self); void widow2_dead (edict_t *self); void widow2_attack (edict_t *self); void widow2_attack_beam (edict_t *self); void widow2_reattack_beam (edict_t *self); void widow2_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 widow2_spawn_check (edict_t *self); void widow2_prep_spawn (edict_t *self); void Widow2SaveBeamTarget(edict_t *self); // death stuff void WidowExplode (edict_t *self); void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); void ThrowWidowGibReal (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean large, int hitsound, qboolean fade); void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade); void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade); void WidowExplosion1 (edict_t *self); void WidowExplosion2 (edict_t *self); void WidowExplosion3 (edict_t *self); void WidowExplosion4 (edict_t *self); void WidowExplosion5 (edict_t *self); void WidowExplosion6 (edict_t *self); void WidowExplosion7 (edict_t *self); void WidowExplosionLeg (edict_t *self); void ThrowArm1 (edict_t *self); void ThrowArm2 (edict_t *self); void ClipGibVelocity (edict_t *ent); // end of death stuff // these offsets used by the tongue static vec3_t offsets[] = { {17.48, 0.10, 68.92}, {17.47, 0.29, 68.91}, {17.45, 0.53, 68.87}, {17.42, 0.78, 68.81}, {17.39, 1.02, 68.75}, {17.37, 1.20, 68.70}, {17.36, 1.24, 68.71}, {17.37, 1.21, 68.72}, }; void showme (edict_t *self); void pauseme (edict_t *self) { self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void widow2_search (edict_t *self) { if (qrandom() < 0.5) gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); } void Widow2Beam (edict_t *self) { vec3_t forward, right, target; vec3_t start, targ_angles, vec; int flashnum; if ((!self->enemy) || (!self->enemy->inuse)) return; AngleVectors (self->s.angles, forward, right, NULL); if ((self->s.frame >= FRAME_fireb05) && (self->s.frame <= FRAME_fireb09)) { // regular beam attack Widow2SaveBeamTarget(self); flashnum = MZ2_WIDOW2_BEAMER_1 + self->s.frame - FRAME_fireb05; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorCopy (self->pos2, target); target[2] += self->enemy->viewheight-10; VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum); } else if ((self->s.frame >= FRAME_spawn04) && (self->s.frame <= FRAME_spawn14)) { // sweep flashnum = MZ2_WIDOW2_BEAM_SWEEP_1 + self->s.frame - FRAME_spawn04; 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_WIDOW2_BEAM_SWEEP_1]; AngleVectors (vec, forward, NULL, NULL); monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum); /* if (self->s.frame == FRAME_spawn04) { 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 ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("bad fire frame for widow2 beam -- tell me you saw this!\n"); Widow2SaveBeamTarget(self); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_WIDOW2_BEAMER_1], forward, right, start); VectorCopy (self->pos2, target); target[2] += self->enemy->viewheight-10; VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_heat (self, start, forward, vec3_origin, 10, 50, 0); } } void Widow2Spawn (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\n", SELF_SLOTS_LEFT); 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 widow2_spawn_check (edict_t *self) { Widow2Beam(self); Widow2Spawn (self); } void widow2_ready_spawn (edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; int i; Widow2Beam(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); } } } mframe_t widow2_frames_stand [] = { // ai_stand, 0, drawbbox ai_stand, 0, NULL }; mmove_t widow2_move_stand = {FRAME_blackwidow3, FRAME_blackwidow3, widow2_frames_stand, NULL}; mframe_t widow2_frames_walk [] = { // ai_walk, 9.01, drawbbox, ai_walk, 9.01, NULL, ai_walk, 7.55, NULL, ai_walk, 7.01, NULL, ai_walk, 6.66, NULL, ai_walk, 6.20, NULL, ai_walk, 5.78, NULL, ai_walk, 7.25, NULL, ai_walk, 8.37, NULL, ai_walk, 10.41, NULL }; mmove_t widow2_move_walk = {FRAME_walk01, FRAME_walk09, widow2_frames_walk, NULL}; mframe_t widow2_frames_run [] = { // ai_run, 9.01, drawbbox, ai_run, 9.01, NULL, ai_run, 7.55, NULL, ai_run, 7.01, NULL, ai_run, 6.66, NULL, ai_run, 6.20, NULL, ai_run, 5.78, NULL, ai_run, 7.25, NULL, ai_run, 8.37, NULL, ai_run, 10.41, NULL }; mmove_t widow2_move_run = {FRAME_walk01, FRAME_walk09, widow2_frames_run, NULL}; mframe_t widow2_frames_attack_pre_beam [] = { ai_charge, 4, NULL, ai_charge, 4, NULL, ai_charge, 4, NULL, ai_charge, 4, widow2_attack_beam }; mmove_t widow2_move_attack_pre_beam = {FRAME_fireb01, FRAME_fireb04, widow2_frames_attack_pre_beam, NULL}; // Loop this mframe_t widow2_frames_attack_beam [] = { ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, widow2_reattack_beam }; mmove_t widow2_move_attack_beam = {FRAME_fireb05, FRAME_fireb09, widow2_frames_attack_beam, NULL}; mframe_t widow2_frames_attack_post_beam [] = { ai_charge, 4, NULL, ai_charge, 4, NULL, ai_charge, 4, NULL }; mmove_t widow2_move_attack_post_beam = {FRAME_fireb06, FRAME_fireb07, widow2_frames_attack_post_beam, widow2_run}; void WidowDisrupt (edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; float len; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_WIDOW_DISRUPTOR], forward, right, start); VectorSubtract (self->pos1, self->enemy->s.origin, dir); len = VectorLength (dir); if (len < 30) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("target locked - dist %2.2f\n", len); // calc direction to where we targeted VectorSubtract (self->pos1, start, dir); VectorNormalize (dir); monster_fire_tracker(self, start, dir, 20, 500, self->enemy, MZ2_WIDOW_DISRUPTOR); } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("target missed - dist %2.2f\n", len); PredictAim (self->enemy, start, 1200, true, 0, dir, NULL); // VectorSubtract (self->enemy->s.origin, start, dir); // VectorNormalize (dir); monster_fire_tracker(self, start, dir, 20, 1200, NULL, MZ2_WIDOW_DISRUPTOR); } } void Widow2SaveDisruptLoc (edict_t *self) { if (self->enemy && self->enemy->inuse) { VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; } else VectorCopy (vec3_origin, self->pos1); }; void widow2_disrupt_reattack (edict_t *self) { float luck; luck = qrandom(); if (luck < (0.25 + ((float)(skill->value))*0.15)) self->monsterinfo.nextframe = FRAME_firea01; } mframe_t widow2_frames_attack_disrupt [] = { ai_charge, 2, NULL, ai_charge, 2, NULL, ai_charge, 2, Widow2SaveDisruptLoc, ai_charge, -20, WidowDisrupt, ai_charge, 2, NULL, ai_charge, 2, NULL, ai_charge, 2, widow2_disrupt_reattack }; mmove_t widow2_move_attack_disrupt = {FRAME_firea01, FRAME_firea07, widow2_frames_attack_disrupt, widow2_run}; void Widow2SaveBeamTarget (edict_t *self) { if (self->enemy && self->enemy->inuse) { VectorCopy (self->pos1, self->pos2); VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot } else { VectorCopy (vec3_origin, self->pos1); VectorCopy (vec3_origin, self->pos2); } } void Widow2BeamTargetRemove (edict_t *self) { VectorCopy (vec3_origin, self->pos1); VectorCopy (vec3_origin, self->pos2); } void Widow2StartSweep (edict_t *self) { Widow2SaveBeamTarget (self); } mframe_t widow2_frames_spawn [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow_start_spawn, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, //5 ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, widow2_ready_spawn, //10 ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, Widow2Beam, ai_charge, 0, widow2_spawn_check, ai_charge, 0, NULL, //15 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, widow2_reattack_beam }; mmove_t widow2_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow2_frames_spawn, NULL}; static qboolean widow2_tongue_attack_ok (vec3_t start, vec3_t end, float range) { vec3_t dir, angles; // check for max distance VectorSubtract (start, end, dir); if (VectorLength(dir) > range) return false; // check for min/max pitch vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 30) return false; return true; } void Widow2Tongue (edict_t *self) { vec3_t f, r, u; vec3_t start, end, dir; trace_t tr; AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offsets[self->s.frame - FRAME_tongs01], f, r, u, start); VectorCopy (self->enemy->s.origin, end); if (!widow2_tongue_attack_ok(start, end, 256)) { end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8; if (!widow2_tongue_attack_ok(start, end, 256)) { end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8; if (!widow2_tongue_attack_ok(start, end, 256)) return; } } VectorCopy (self->enemy->s.origin, end); tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); if (tr.ent != self->enemy) return; gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PARASITE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); VectorSubtract (start, end, dir); T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 2, 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN); } void Widow2TonguePull (edict_t *self) { vec3_t vec; vec3_t f, r, u; vec3_t start, end; if ((!self->enemy) || (!self->enemy->inuse)) { self->monsterinfo.run (self); return; } AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offsets[self->s.frame - FRAME_tongs01], f, r, u, start); VectorCopy (self->enemy->s.origin, end); if (!widow2_tongue_attack_ok(start, end, 256)) { return; } if (self->enemy->groundentity) { self->enemy->s.origin[2] += 1; self->enemy->groundentity = NULL; // interesting, you don't have to relink the player } VectorSubtract (self->s.origin, self->enemy->s.origin, vec); if (self->enemy->client) { VectorNormalize (vec); VectorMA (self->enemy->velocity, 1000, vec, self->enemy->velocity); } else { self->enemy->ideal_yaw = vectoyaw(vec); M_ChangeYaw (self->enemy); VectorScale (f, 1000, self->enemy->velocity); } } void Widow2Crunch (edict_t *self) { vec3_t aim; if ((!self->enemy) || (!self->enemy->inuse)) { self->monsterinfo.run (self); return; } Widow2TonguePull (self); // 70 + 32 VectorSet (aim, 150, 0, 4); if (self->s.frame != FRAME_tongs07) fire_hit (self, aim, 20 + (rand() % 6), 0); else { if (self->enemy->groundentity) fire_hit (self, aim, (20 + (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, (20 + (rand() % 6)), 250); } } void Widow2Toss (edict_t *self) { self->timestamp = level.time + 3; return; } mframe_t widow2_frames_tongs [] = { ai_charge, 0, Widow2Tongue, ai_charge, 0, Widow2Tongue, ai_charge, 0, Widow2Tongue, ai_charge, 0, Widow2TonguePull, ai_charge, 0, Widow2TonguePull, //5 ai_charge, 0, Widow2TonguePull, ai_charge, 0, Widow2Crunch, ai_charge, 0, Widow2Toss }; mmove_t widow2_move_tongs = {FRAME_tongs01, FRAME_tongs08, widow2_frames_tongs, widow2_run}; mframe_t widow2_frames_pain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t widow2_move_pain = {FRAME_pain01, FRAME_pain05, widow2_frames_pain, widow2_run}; mframe_t widow2_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion1, // 3 boom ai_move, 0, NULL, ai_move, 0, NULL, // 5 ai_move, 0, WidowExplosion2, // 6 boom ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 10 ai_move, 0, NULL, ai_move, 0, NULL, // 12 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 15 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion3, // 18 ai_move, 0, NULL, // 19 ai_move, 0, NULL, // 20 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion4, // 25 ai_move, 0, NULL, // 26 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion5, ai_move, 0, WidowExplosionLeg, // 30 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion6, ai_move, 0, NULL, // 35 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplosion7, ai_move, 0, NULL, ai_move, 0, NULL, // 40 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, WidowExplode // 44 }; mmove_t widow2_move_death = {FRAME_death01, FRAME_death44, widow2_frames_death, NULL}; void widow2_start_searching (edict_t *self); void widow2_keep_searching (edict_t *self); void widow2_finaldeath (edict_t *self); mframe_t widow2_frames_dead [] = { ai_move, 0, widow2_start_searching, 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, widow2_keep_searching }; mmove_t widow2_move_dead = {FRAME_dthsrh01, FRAME_dthsrh15, widow2_frames_dead, NULL}; mframe_t widow2_frames_really_dead [] = { 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, widow2_finaldeath }; mmove_t widow2_move_really_dead = {FRAME_dthsrh16, FRAME_dthsrh22, widow2_frames_really_dead, NULL}; void widow2_start_searching (edict_t *self) { self->count = 0; } void widow2_keep_searching (edict_t *self) { if (self->count <= 2) { self->monsterinfo.currentmove = &widow2_move_dead; self->s.frame = FRAME_dthsrh01; self->count++; return; } self->monsterinfo.currentmove = &widow2_move_really_dead; } void widow2_finaldeath (edict_t *self) { VectorSet (self->mins, -70, -70, 0); VectorSet (self->maxs, 70, 70, 80); self->movetype = MOVETYPE_TOSS; // self->svflags |= SVF_DEADMONSTER; self->takedamage = DAMAGE_YES; self->nextthink = 0; gi.linkentity (self); } void widow2_stand (edict_t *self) { // gi.dprintf ("widow2 stand\n"); self->monsterinfo.currentmove = &widow2_move_stand; } void widow2_run (edict_t *self) { // gi.dprintf ("widow2 run - %2.2f - %s \n", level.time, self->enemy->classname); self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &widow2_move_stand; else self->monsterinfo.currentmove = &widow2_move_run; } void widow2_walk (edict_t *self) { self->monsterinfo.currentmove = &widow2_move_walk; } void widow2_melee (edict_t *self) { self->monsterinfo.currentmove = &widow2_move_tongs; } void widow2_attack (edict_t *self) { float range, luck; qboolean blocked = false; if (self->monsterinfo.aiflags & AI_BLOCKED) { blocked = true; self->monsterinfo.aiflags &= ~AI_BLOCKED; } // gi.dprintf ("widow2 attack\n"); if (!self->enemy) return; if (self->bad_area) { if ((qrandom() < 0.75) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &widow2_move_attack_pre_beam; else { self->monsterinfo.currentmove = &widow2_move_attack_disrupt; } return; } WidowCalcSlots(self); // if we can't see the target, spawn stuff if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2)) { self->monsterinfo.currentmove = &widow2_move_spawn; return; } // accept bias towards spawning if (blocked && (SELF_SLOTS_LEFT >= 2)) { self->monsterinfo.currentmove = &widow2_move_spawn; return; } range = realrange (self, self->enemy); if (range < 600) { luck = qrandom(); if (SELF_SLOTS_LEFT >= 2) { if (luck <= 0.40) self->monsterinfo.currentmove = &widow2_move_attack_pre_beam; else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished)) { // gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow2_move_attack_disrupt; } else self->monsterinfo.currentmove = &widow2_move_spawn; } else { if ((luck <= 0.50) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &widow2_move_attack_pre_beam; else { // gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow2_move_attack_disrupt; } } } else { luck = qrandom(); if (SELF_SLOTS_LEFT >= 2) { if (luck < 0.3) self->monsterinfo.currentmove = &widow2_move_attack_pre_beam; else if ((luck < 0.65) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &widow2_move_spawn; else { // gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow2_move_attack_disrupt; } } else { if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &widow2_move_attack_pre_beam; else { // gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow2_move_attack_disrupt; } } } } void widow2_attack_beam (edict_t *self) { self->monsterinfo.currentmove = &widow2_move_attack_beam; } void widow2_reattack_beam (edict_t *self) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; if ( infront(self, self->enemy) ) if (qrandom() <= 0.5) if ((qrandom() < 0.7) || (SELF_SLOTS_LEFT < 2)) self->monsterinfo.currentmove = &widow2_move_attack_beam; else self->monsterinfo.currentmove = &widow2_move_spawn; else self->monsterinfo.currentmove = &widow2_move_attack_post_beam; else self->monsterinfo.currentmove = &widow2_move_attack_post_beam; } void widow2_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 // gi.dprintf ("widow2 pain\n"); if (level.time < self->pain_debounce_time) return; 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) { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); if ((skill->value < 3) && (qrandom() < (0.6 - (0.2*((float)skill->value))))) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.currentmove = &widow2_move_pain; } } else { gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); if ((skill->value < 3) && (qrandom() < (0.75 - (0.1*((float)skill->value))))) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.currentmove = &widow2_move_pain; } } } void widow2_dead (edict_t *) { } void KillChildren (edict_t *self) { edict_t *ent; int field; ent = NULL; field = FOFS(classname); while (1) { ent = G_Find (ent, field, "monster_stalker"); if(!ent) return; // FIXME - may need to stagger if ((ent->inuse) && (ent->health > 0)) T_Damage (ent, self, self, vec3_origin, self->enemy->s.origin, vec3_origin, (ent->health + 1), 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN); } } void widow2_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; int clipped; // check for gib if (self->health <= self->gib_health) { clipped = qmin(damage, 100); gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/bone/tris.md2", clipped, GIB_ORGANIC, NULL, false); for (n= 0; n < 3; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", clipped, GIB_ORGANIC, NULL, false); for (n= 0; n < 3; n++) { ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib1/tris.md2", clipped, GIB_METALLIC, NULL, 0, false); ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib2/tris.md2", clipped, GIB_METALLIC, NULL, gi.soundindex ("misc/fhit3.wav"), false); } for (n= 0; n < 2; n++) { ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib3/tris.md2", clipped, GIB_METALLIC, NULL, 0, false); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", clipped, GIB_METALLIC, NULL, 0, false); } ThrowGib (self, "models/objects/gibs/chest/tris.md2", clipped, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", clipped, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->count = 0; KillChildren (self); self->monsterinfo.quad_framenum = 0; self->monsterinfo.double_framenum = 0; self->monsterinfo.invincible_framenum = 0; self->monsterinfo.currentmove = &widow2_move_death; } qboolean Widow2_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; vec3_t f, r, u; if (!self->enemy) return false; WidowPowerups(self); 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; // melee attack if (self->timestamp < level.time) { real_enemy_range = realrange (self, self->enemy); if (real_enemy_range < 300) { AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offsets[0], f, r, u, spot1); VectorCopy (self->enemy->s.origin, spot2); if (widow2_tongue_attack_ok(spot1, spot2, 256)) { // melee attack ok // be nice 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_NEAR) { chance = 0.8; } else if (enemy_range == RANGE_MID) { chance = 0.8; } 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; // self->monsterinfo.attack_finished = level.time + 1.0 + 2*random(); return true; } return false; } void Widow2Precache (void) { // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs gi.soundindex ("parasite/parpain1.wav"); gi.soundindex ("parasite/parpain2.wav"); gi.soundindex ("parasite/pardeth1.wav"); gi.soundindex ("parasite/paratck1.wav"); gi.soundindex ("parasite/parsght1.wav"); gi.soundindex ("infantry/melee2.wav"); gi.soundindex ("misc/fhit3.wav"); gi.soundindex ("tank/tnkatck3.wav"); gi.soundindex ("weapons/disrupt.wav"); gi.soundindex ("weapons/disint2.wav"); 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/proj/laser2/tris.md2"); gi.modelindex ("models/proj/disintegrator/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"); } /*QUAKED monster_widow2 (1 .5 0) (-70 -70 0) (70 70 144) Ambush Trigger_Spawn Sight */ void SP_monster_widow2 (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("widow/bw2pain1.wav"); sound_pain2 = gi.soundindex ("widow/bw2pain2.wav"); sound_pain3 = gi.soundindex ("widow/bw2pain3.wav"); sound_death = gi.soundindex ("widow/death.wav"); sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav"); // sound_disrupt = gi.soundindex ("gladiator/railgun.wav"); sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav"); // self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/blackwidow2/tris.md2"); VectorSet (self->mins, -70, -70, 0); VectorSet (self->maxs, 70, 70, 144); self->health = 2000 + 800 + 1000*(skill->value); if (coop->value) self->health += 500*(skill->value); // self->health = 1; self->gib_health = -900; self->mass = 2500; /* if (skill->value == 2) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 500; } else */if (skill->value == 3) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 750; } self->yaw_speed = 30; self->flags |= FL_IMMUNE_LASER; self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->pain = widow2_pain; self->die = widow2_die; self->monsterinfo.melee = widow2_melee; self->monsterinfo.stand = widow2_stand; self->monsterinfo.walk = widow2_walk; self->monsterinfo.run = widow2_run; self->monsterinfo.attack = widow2_attack; self->monsterinfo.search = widow2_search; self->monsterinfo.checkattack = Widow2_CheckAttack; gi.linkentity (self); self->monsterinfo.currentmove = &widow2_move_stand; self->monsterinfo.scale = MODEL_SCALE; Widow2Precache(); WidowCalcSlots(self); walkmonster_start (self); } // // Death sequence stuff // void WidowVelocityForDamage (int damage, vec3_t v) { v[0] = damage * crandom(); v[1] = damage * crandom(); v[2] = damage * crandom() + 200.0; } void widow_gib_touch (edict_t *self, edict_t *, cplane_t *, csurface_t *) { self->solid = SOLID_NOT; self->touch = NULL; self->s.angles[PITCH] = 0; self->s.angles[ROLL] = 0; VectorClear (self->avelocity); if (self->plat2flags) gi.sound (self, CHAN_VOICE, self->plat2flags, 1, ATTN_NORM, 0); /* if (plane) { if (plane->normal[2] < -0.8) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0); } //vectoangles (plane->normal, normal_angles); //AngleVectors (normal_angles, NULL, right, NULL); //vectoangles (right, self->s.angles); //VectorClear (self->avelocity); } */ } void ThrowWidowGib (edict_t *self, char *gibname, int damage, int type) { ThrowWidowGibReal (self, gibname, damage, type, NULL, false, 0, true); } void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade) { ThrowWidowGibReal (self, gibname, damage, type, startpos, false, 0, fade); } void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade) { ThrowWidowGibReal (self, gibname, damage, type, startpos, true, hitsound, fade); } void ThrowWidowGibReal (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean sized, int hitsound, qboolean fade) { edict_t *gib; vec3_t vd; vec3_t origin; vec3_t size; float vscale; if (!gibname) return; gib = G_Spawn(); if (startpos) VectorCopy (startpos, gib->s.origin); else { VectorScale (self->size, 0.5, size); VectorAdd (self->absmin, size, origin); gib->s.origin[0] = origin[0] + crandom() * size[0]; gib->s.origin[1] = origin[1] + crandom() * size[1]; gib->s.origin[2] = origin[2] + crandom() * size[2]; } gib->solid = SOLID_NOT; gib->s.effects |= EF_GIB; gib->flags |= FL_NO_KNOCKBACK; gib->takedamage = DAMAGE_YES; gib->die = gib_die; gib->s.renderfx |= RF_IR_VISIBLE; if (fade) { gib->think = G_FreeEdict; // sized gibs last longer if (sized) gib->nextthink = level.time + 20 + qrandom()*15; else gib->nextthink = level.time + 5 + qrandom()*10; } else { gib->think = G_FreeEdict; // sized gibs last longer if (sized) gib->nextthink = level.time + 60 + qrandom()*15; else gib->nextthink = level.time + 25 + qrandom()*10; } if (type == GIB_ORGANIC) { gib->movetype = MOVETYPE_TOSS; gib->touch = gib_touch; vscale = 0.5; } else { gib->movetype = MOVETYPE_BOUNCE; vscale = 1.0; } WidowVelocityForDamage (damage, vd); VectorMA (self->velocity, vscale, vd, gib->velocity); ClipGibVelocity (gib); gi.setmodel (gib, gibname); if (sized) { gib->plat2flags = hitsound; gib->solid = SOLID_BBOX; gib->avelocity[0] = qrandom()*400; gib->avelocity[1] = qrandom()*400; gib->avelocity[2] = qrandom()*200; if (gib->velocity[2] < 0) gib->velocity[2] *= -1; gib->velocity[0] *= 2; gib->velocity[1] *= 2; ClipGibVelocity (gib); gib->velocity[2] = qmax((350 + (qrandom()*100.0)), gib->velocity[2]); gib->gravity = 0.25; gib->touch = widow_gib_touch; gib->owner = self; if (gib->s.modelindex == gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2")) { VectorSet (gib->mins, -10, -10, 0); VectorSet (gib->maxs, 10, 10, 10); } else { VectorSet (gib->mins, -5, -5, 0); VectorSet (gib->maxs, 5, 5, 5); } } else { gib->velocity[0] *= 2; gib->velocity[1] *= 2; gib->avelocity[0] = qrandom()*600; gib->avelocity[1] = qrandom()*600; gib->avelocity[2] = qrandom()*600; } // gib->think = G_FreeEdict; // gib->nextthink = level.time + 10 + qrandom()*10; gi.linkentity (gib); } void BloodFountain (edict_t */*self*/, int /*number*/, vec3_t /*startpos*/, int /*damage*/) { return; /* int n; vec3_t vd; vec3_t origin, size, velocity; for (n= 0; n < number; n++) if (startpos) VectorCopy (startpos, origin); else { VectorScale (self->size, 0.5, size); VectorAdd (self->absmin, size, origin); origin[0] = origin[0] + crandom() * size[0]; origin[1] = origin[1] + crandom() * size[1]; origin[2] = origin[2] + crandom() * size[2]; } WidowVelocityForDamage (damage, vd); VectorMA (self->velocity, 1.0, vd, velocity); velocity[0] *= 2; velocity[1] *= 2; // gi.WriteByte (svc_temp_entity); // gi.WriteByte (TE_BLOOD_FOUNTAIN); // gi.WritePosition (origin); // gi.WritePosition (velocity); // gi.WriteShort (50); // gi.multicast (self->s.origin, MULTICAST_ALL); } */ } void ThrowSmallStuff (edict_t *self, vec3_t point) { int n; for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, point, false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, point, false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, point, false); } void ThrowMoreStuff (edict_t *self, vec3_t point) { int n; if (coop && coop->value) { ThrowSmallStuff (self, point); return; } for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, point, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, point, false); for (n= 0; n < 3; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, point, false); } void WidowExplode (edict_t *self) { vec3_t org; int n; self->think = WidowExplode; // gi.dprintf ("count = %d\n"); //redo: VectorCopy (self->s.origin, org); org[2] += 24 + (rand()&15); if (self->count < 8) org[2] += 24 + (rand()&31); switch (self->count) { case 0: org[0] -= 24; org[1] -= 24; break; case 1: org[0] += 24; org[1] += 24; ThrowSmallStuff(self, org); break; case 2: org[0] += 24; org[1] -= 24; break; case 3: org[0] -= 24; org[1] += 24; ThrowMoreStuff(self, org); break; case 4: org[0] -= 48; org[1] -= 48; break; case 5: org[0] += 48; org[1] += 48; ThrowArm1 (self); break; case 6: org[0] -= 48; org[1] += 48; ThrowArm2 (self); break; case 7: org[0] += 48; org[1] -= 48; ThrowSmallStuff(self, org); break; case 8: org[0] += 18; org[1] += 18; org[2] = self->s.origin[2] + 48; ThrowMoreStuff(self, org); break; case 9: org[0] -= 18; org[1] += 18; org[2] = self->s.origin[2] + 48; break; case 10: org[0] += 18; org[1] -= 18; org[2] = self->s.origin[2] + 48; break; case 11: org[0] -= 18; org[1] -= 18; org[2] = self->s.origin[2] + 48; break; case 12: self->s.sound = 0; for (n= 0; n < 1; n++) ThrowWidowGib (self, "models/objects/gibs/sm_meat/tris.md2", 400, GIB_ORGANIC); for (n= 0; n < 2; n++) ThrowWidowGib (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC); for (n= 0; n < 2; n++) ThrowWidowGib (self, "models/objects/gibs/sm_metal/tris.md2", 400, GIB_METALLIC); // ThrowGib (self, "models/objects/gibs/chest/tris.md2", 1000, GIB_ORGANIC); // ThrowHead (self, "models/objects/gibs/gear/tris.md2", 1000, GIB_METALLIC); self->deadflag = DEAD_DEAD; self->think = monster_think; self->nextthink = level.time + 0.1; self->monsterinfo.currentmove = &widow2_move_dead; return; } self->count++; if (self->count >=9 && self->count <=12) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1_BIG); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_ALL); // goto redo; } else { // else gi.WriteByte (svc_temp_entity); if (self->count %2) gi.WriteByte (TE_EXPLOSION1); else gi.WriteByte (TE_EXPLOSION1_NP); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_ALL); } self->nextthink = level.time + 0.1; } void WidowExplosion1 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {23.74, -37.67, 76.96}; // gi.dprintf ("1\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion2 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {-20.49, 36.92, 73.52}; // gi.dprintf ("2\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion3 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {2.11, 0.05, 92.20}; // gi.dprintf ("3\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion4 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {-28.04, -35.57, -77.56}; // gi.dprintf ("4\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion5 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {-20.11, -1.11, 40.76}; // gi.dprintf ("5\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion6 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {-20.11, -1.11, 40.76}; //gi.dprintf ("6\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosion7 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset = {-20.11, -1.11, 40.76}; //gi.dprintf ("7\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); for (n= 0; n < 1; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false); } void WidowExplosionLeg (edict_t *self) { // int n; vec3_t f,r,u, startpoint; vec3_t offset1 = {-31.89, -47.86, 67.02}; vec3_t offset2 = {-44.9, -82.14, 54.72}; //gi.dprintf ("Leg\n"); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1_BIG); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib2/tris.md2", 200, GIB_METALLIC, startpoint, gi.soundindex ("misc/fhit3.wav"), false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); G_ProjectSource2 (self->s.origin, offset2, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib1/tris.md2", 300, GIB_METALLIC, startpoint, gi.soundindex ("misc/fhit3.wav"), false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); } void ThrowArm1 (edict_t *self) { int n; vec3_t f,r,u, startpoint; vec3_t offset1 = {65.76, 17.52, 7.56}; AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1_BIG); gi.WritePosition (startpoint); gi.multicast (self->s.origin, MULTICAST_ALL); for (n= 0; n < 2; n++) ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false); } void ThrowArm2 (edict_t *self) { // int n; vec3_t f,r,u, startpoint; vec3_t offset1 = {65.76, 17.52, 7.56}; AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint); ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib4/tris.md2", 200, GIB_METALLIC, startpoint, gi.soundindex ("misc/fhit3.wav"), false); ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false); }