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769 lines
18 KiB
769 lines
18 KiB
/* |
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Copyright (C) 1997-2001 Id Software, Inc. |
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|
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This program is free software; you can redistribute it and/or |
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modify it under the terms of the GNU General Public License |
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as published by the Free Software Foundation; either version 2 |
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of the License, or (at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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See the GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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|
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*/ |
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/* |
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============================================================================== |
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MEDIC |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_medic.h" |
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qboolean visible (edict_t *self, edict_t *other); |
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static int sound_idle1; |
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static int sound_pain1; |
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static int sound_pain2; |
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static int sound_die; |
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static int sound_sight; |
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static int sound_search; |
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static int sound_hook_launch; |
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static int sound_hook_hit; |
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static int sound_hook_heal; |
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static int sound_hook_retract; |
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edict_t *medic_FindDeadMonster (edict_t *self) |
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{ |
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edict_t *ent = NULL; |
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edict_t *best = NULL; |
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|
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while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) |
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{ |
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if (ent == self) |
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continue; |
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if (!(ent->svflags & SVF_MONSTER)) |
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continue; |
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if (ent->monsterinfo.aiflags & AI_GOOD_GUY) |
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continue; |
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if (ent->owner) |
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continue; |
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if (ent->health > 0) |
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continue; |
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if (ent->nextthink) |
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continue; |
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if (!visible(self, ent)) |
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continue; |
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if (!best) |
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{ |
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best = ent; |
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continue; |
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} |
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if (ent->max_health <= best->max_health) |
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continue; |
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best = ent; |
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} |
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return best; |
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} |
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void medic_idle (edict_t *self) |
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{ |
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edict_t *ent; |
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gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); |
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ent = medic_FindDeadMonster(self); |
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if (ent) |
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{ |
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self->enemy = ent; |
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self->enemy->owner = self; |
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self->monsterinfo.aiflags |= AI_MEDIC; |
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FoundTarget (self); |
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} |
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} |
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void medic_search (edict_t *self) |
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{ |
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edict_t *ent; |
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); |
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if (!self->oldenemy) |
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{ |
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ent = medic_FindDeadMonster(self); |
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if (ent) |
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{ |
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self->oldenemy = self->enemy; |
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self->enemy = ent; |
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self->enemy->owner = self; |
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self->monsterinfo.aiflags |= AI_MEDIC; |
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FoundTarget (self); |
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} |
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} |
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} |
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void medic_sight (edict_t *self, edict_t *other) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); |
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} |
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mframe_t medic_frames_stand [] = |
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{ |
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ai_stand, 0, medic_idle, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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}; |
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mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL}; |
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|
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void medic_stand (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &medic_move_stand; |
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} |
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mframe_t medic_frames_walk [] = |
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{ |
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ai_walk, 6.2, NULL, |
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ai_walk, 18.1, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 9, NULL, |
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ai_walk, 10, NULL, |
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ai_walk, 9, NULL, |
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ai_walk, 11, NULL, |
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ai_walk, 11.6, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 9.9, NULL, |
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ai_walk, 14, NULL, |
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ai_walk, 9.3, NULL |
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}; |
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mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL}; |
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void medic_walk (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &medic_move_walk; |
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} |
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mframe_t medic_frames_run [] = |
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{ |
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ai_run, 18, NULL, |
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ai_run, 22.5, NULL, |
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ai_run, 25.4, NULL, |
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ai_run, 23.4, NULL, |
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ai_run, 24, NULL, |
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ai_run, 35.6, NULL |
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}; |
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mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL}; |
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void medic_run (edict_t *self) |
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{ |
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if (!(self->monsterinfo.aiflags & AI_MEDIC)) |
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{ |
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edict_t *ent; |
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ent = medic_FindDeadMonster(self); |
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if (ent) |
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{ |
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self->oldenemy = self->enemy; |
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self->enemy = ent; |
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self->enemy->owner = self; |
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self->monsterinfo.aiflags |= AI_MEDIC; |
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FoundTarget (self); |
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return; |
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} |
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} |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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self->monsterinfo.currentmove = &medic_move_stand; |
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else |
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self->monsterinfo.currentmove = &medic_move_run; |
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} |
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mframe_t medic_frames_pain1 [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run}; |
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mframe_t medic_frames_pain2 [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run}; |
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void medic_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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if (self->health < (self->max_health / 2)) |
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self->s.skinnum = 1; |
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if (level.time < self->pain_debounce_time) |
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return; |
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self->pain_debounce_time = level.time + 3; |
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if (skill->value == 3) |
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return; // no pain anims in nightmare |
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if (random() < 0.5) |
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{ |
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self->monsterinfo.currentmove = &medic_move_pain1; |
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); |
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} |
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else |
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{ |
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self->monsterinfo.currentmove = &medic_move_pain2; |
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); |
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} |
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} |
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void medic_fire_blaster (edict_t *self) |
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{ |
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vec3_t start; |
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vec3_t forward, right; |
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vec3_t end; |
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vec3_t dir; |
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int effect; |
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if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) |
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effect = EF_BLASTER; |
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else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28)) |
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effect = EF_HYPERBLASTER; |
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else |
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effect = 0; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); |
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VectorCopy (self->enemy->s.origin, end); |
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end[2] += self->enemy->viewheight; |
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VectorSubtract (end, start, dir); |
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monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect); |
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} |
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void medic_dead (edict_t *self) |
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{ |
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VectorSet (self->mins, -16, -16, -24); |
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VectorSet (self->maxs, 16, 16, -8); |
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self->movetype = MOVETYPE_TOSS; |
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self->svflags |= SVF_DEADMONSTER; |
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self->nextthink = 0; |
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gi.linkentity (self); |
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} |
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mframe_t medic_frames_death [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead}; |
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void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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{ |
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int n; |
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|
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// if we had a pending patient, free him up for another medic |
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if ((self->enemy) && (self->enemy->owner == self)) |
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self->enemy->owner = NULL; |
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|
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// check for gib |
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if (self->health <= self->gib_health) |
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{ |
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); |
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for (n= 0; n < 2; n++) |
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); |
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for (n= 0; n < 4; n++) |
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); |
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); |
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self->deadflag = DEAD_DEAD; |
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return; |
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} |
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if (self->deadflag == DEAD_DEAD) |
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return; |
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|
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// regular death |
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gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_YES; |
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|
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self->monsterinfo.currentmove = &medic_move_death; |
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} |
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|
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void medic_duck_down (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_DUCKED) |
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return; |
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self->monsterinfo.aiflags |= AI_DUCKED; |
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self->maxs[2] -= 32; |
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self->takedamage = DAMAGE_YES; |
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self->monsterinfo.pausetime = level.time + 1; |
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gi.linkentity (self); |
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} |
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|
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void medic_duck_hold (edict_t *self) |
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{ |
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if (level.time >= self->monsterinfo.pausetime) |
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; |
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else |
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self->monsterinfo.aiflags |= AI_HOLD_FRAME; |
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} |
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|
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void medic_duck_up (edict_t *self) |
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{ |
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self->monsterinfo.aiflags &= ~AI_DUCKED; |
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self->maxs[2] += 32; |
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self->takedamage = DAMAGE_AIM; |
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gi.linkentity (self); |
|
} |
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|
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mframe_t medic_frames_duck [] = |
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{ |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, medic_duck_down, |
|
ai_move, -1, medic_duck_hold, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, medic_duck_up, |
|
ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
|
ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL |
|
}; |
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mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run}; |
|
|
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void medic_dodge (edict_t *self, edict_t *attacker, float eta) |
|
{ |
|
if (random() > 0.25) |
|
return; |
|
|
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if (!self->enemy) |
|
self->enemy = attacker; |
|
|
|
self->monsterinfo.currentmove = &medic_move_duck; |
|
} |
|
|
|
mframe_t medic_frames_attackHyperBlaster [] = |
|
{ |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
|
ai_charge, 0, medic_fire_blaster, |
|
ai_charge, 0, medic_fire_blaster, |
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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 (random() <= 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) |
|
{ |
|
gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); |
|
} |
|
|
|
void ED_CallSpawn (edict_t *ent); |
|
|
|
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, angles; |
|
float distance; |
|
|
|
if (!self->enemy->inuse) |
|
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 |
|
VectorSubtract (start, self->enemy->s.origin, dir); |
|
distance = VectorLength(dir); |
|
if (distance > 256) |
|
return; |
|
|
|
// check for min/max pitch |
|
vectoangles (dir, angles); |
|
if (angles[0] < -180) |
|
angles[0] += 360; |
|
if (fabs(angles[0]) > 45) |
|
return; |
|
|
|
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); |
|
if (tr.fraction != 1.0 && tr.ent != self->enemy) |
|
return; |
|
|
|
if (self->s.frame == FRAME_attack43) |
|
{ |
|
gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); |
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; |
|
} |
|
else if (self->s.frame == FRAME_attack50) |
|
{ |
|
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->owner = self; |
|
ED_CallSpawn (self->enemy); |
|
self->enemy->owner = NULL; |
|
if (self->enemy->think) |
|
{ |
|
self->enemy->nextthink = level.time; |
|
self->enemy->think (self->enemy); |
|
} |
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; |
|
if (self->oldenemy && self->oldenemy->client) |
|
{ |
|
self->enemy->enemy = self->oldenemy; |
|
FoundTarget (self->enemy); |
|
} |
|
} |
|
else |
|
{ |
|
if (self->s.frame == FRAME_attack44) |
|
gi.sound (self, CHAN_WEAPON, 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) |
|
{ |
|
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); |
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; |
|
} |
|
|
|
mframe_t medic_frames_attackCable [] = |
|
{ |
|
ai_move, 2, NULL, |
|
ai_move, 3, NULL, |
|
ai_move, 5, NULL, |
|
ai_move, 4.4, NULL, |
|
ai_charge, 4.7, NULL, |
|
ai_charge, 5, NULL, |
|
ai_charge, 6, NULL, |
|
ai_charge, 4, NULL, |
|
ai_charge, 0, NULL, |
|
ai_move, 0, medic_hook_launch, |
|
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, |
|
ai_move, 0, medic_cable_attack, |
|
ai_move, -15, medic_hook_retract, |
|
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 |
|
}; |
|
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run}; |
|
|
|
|
|
void medic_attack(edict_t *self) |
|
{ |
|
if (self->monsterinfo.aiflags & AI_MEDIC) |
|
self->monsterinfo.currentmove = &medic_move_attackCable; |
|
else |
|
self->monsterinfo.currentmove = &medic_move_attackBlaster; |
|
} |
|
|
|
qboolean medic_checkattack (edict_t *self) |
|
{ |
|
if (self->monsterinfo.aiflags & AI_MEDIC) |
|
{ |
|
medic_attack(self); |
|
return true; |
|
} |
|
|
|
return M_CheckAttack (self); |
|
} |
|
|
|
|
|
/*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; |
|
} |
|
|
|
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->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); |
|
|
|
self->health = 300; |
|
self->gib_health = -130; |
|
self->mass = 400; |
|
|
|
self->pain = medic_pain; |
|
self->die = medic_die; |
|
|
|
self->monsterinfo.stand = medic_stand; |
|
self->monsterinfo.walk = medic_walk; |
|
self->monsterinfo.run = medic_run; |
|
self->monsterinfo.dodge = medic_dodge; |
|
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; |
|
|
|
gi.linkentity (self); |
|
|
|
self->monsterinfo.currentmove = &medic_move_stand; |
|
self->monsterinfo.scale = MODEL_SCALE; |
|
|
|
walkmonster_start (self); |
|
}
|
|
|