mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-19 16:39:46 +01:00
Update 1 changes
This commit is contained in:
@@ -60,7 +60,7 @@ USE(stationarymonster_triggered_spawn_use) (edict_t *self, edict_t *other, edict
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// we have a one frame delay here so we don't telefrag the guy who activated us
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self->think = stationarymonster_triggered_spawn;
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self->nextthink = level.time + FRAME_TIME_S;
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if (activator->client)
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if (activator && activator->client)
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self->enemy = activator;
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self->use = monster_use;
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}
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@@ -91,26 +91,26 @@ inline item_id_t FindSubstituteItem(edict_t *ent)
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if (!itflags || (itflags & (IF_NOT_GIVEABLE | IF_TECH | IF_NOT_RANDOM)) || !it->pickup || !it->world_model)
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continue;
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itflags = GetSubstituteItemFlags(i);
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// don't respawn spheres if they're dmflag disabled.
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if (g_no_spheres->integer)
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{
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if (ent->item->id == IT_ITEM_SPHERE_VENGEANCE ||
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ent->item->id == IT_ITEM_SPHERE_HUNTER ||
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ent->item->id == IT_ITEM_SPHERE_DEFENDER)
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if (i == IT_ITEM_SPHERE_VENGEANCE ||
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i == IT_ITEM_SPHERE_HUNTER ||
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i == IT_ITEM_SPHERE_DEFENDER)
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{
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continue;
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}
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}
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if (g_no_nukes->integer && ent->item->id == IT_AMMO_NUKE)
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if (g_no_nukes->integer && i == IT_AMMO_NUKE)
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continue;
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if (g_no_mines->integer &&
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(ent->item->id == IT_AMMO_PROX || ent->item->id == IT_AMMO_TESLA || ent->item->id == IT_AMMO_TRAP))
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(i == IT_AMMO_PROX || i == IT_AMMO_TESLA || i == IT_AMMO_TRAP || i == IT_WEAPON_PROXLAUNCHER))
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continue;
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itflags = GetSubstituteItemFlags(i);
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if ((itflags & IF_TYPE_MASK) == (myflags & IF_TYPE_MASK))
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possible_items[possible_item_count++] = i;
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}
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@@ -567,6 +567,8 @@ bool fire_player_melee(edict_t *self, const vec3_t &start, const vec3_t &aim, in
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if (!hit->inuse || !hit->takedamage)
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continue;
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else if (!CanDamage(self, hit))
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continue;
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// do the damage
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vec3_t closest_point_to_check = closest_point_to_box(start, hit->s.origin + hit->mins, hit->s.origin + hit->maxs);
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@@ -169,7 +169,7 @@ THINK(spawngrow_think) (edict_t *self) -> void
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float t = 1.f - ((level.time - self->teleport_time).seconds() / self->wait);
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self->s.scale = clamp(lerp(self->accel, self->decel, t) / 16.f, 0.001f, 16.f);
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self->s.scale = clamp(lerp(self->decel, self->accel, t) / 16.f, 0.001f, 16.f);
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self->s.alpha = t * t;
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self->nextthink += FRAME_TIME_MS;
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@@ -31,15 +31,15 @@ void drawbbox(edict_t *self);
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void ED_CallSpawn(edict_t *ent);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain3;
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static int sound_death;
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static int sound_sight;
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static int sound_rail;
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static int sound_spawn;
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static cached_soundindex sound_pain1;
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static cached_soundindex sound_pain2;
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static cached_soundindex sound_pain3;
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static cached_soundindex sound_death;
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static cached_soundindex sound_sight;
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static cached_soundindex sound_rail;
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static cached_soundindex sound_spawn;
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static int sound_cg_down, sound_cg_loop, sound_cg_up;
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static cached_soundindex sound_cg_down, sound_cg_loop, sound_cg_up;
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float orig_yaw_speed;
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@@ -1002,48 +1002,9 @@ DIE(carrier_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int dama
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MONSTERINFO_CHECKATTACK(Carrier_CheckAttack) (edict_t *self) -> bool
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{
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vec3_t spot1, spot2;
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vec3_t temp;
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float chance;
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trace_t tr;
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bool enemy_infront, enemy_inback, enemy_below;
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float enemy_yaw;
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if (self->enemy->health > 0)
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{
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// see if any entities are in the way of the shot
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spot1 = self->s.origin;
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spot1[2] += self->viewheight;
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spot2 = self->enemy->s.origin;
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spot2[2] += self->enemy->viewheight;
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tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);
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// do we have a clear shot?
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if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
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{
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// go ahead and spawn stuff if we're mad a a client
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if (self->enemy->client && M_SlotsLeft(self) > 2)
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{
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self->monsterinfo.attack_state = AS_BLIND;
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return true;
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}
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// PGM - we want them to go ahead and shoot at info_notnulls if they can.
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if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0f) // PGM
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return false;
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}
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}
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enemy_infront = infront(self, self->enemy);
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enemy_inback = inback(self, self->enemy);
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enemy_below = below(self, self->enemy);
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float enemy_range = range_to(self, self->enemy);
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temp = self->enemy->s.origin - self->s.origin;
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enemy_yaw = vectoyaw(temp);
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self->ideal_yaw = enemy_yaw;
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bool enemy_infront = infront(self, self->enemy);
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bool enemy_inback = inback(self, self->enemy);
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bool enemy_below = below(self, self->enemy);
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// PMM - shoot out the back if appropriate
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if ((enemy_inback) || (!enemy_infront && enemy_below))
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@@ -1061,53 +1022,7 @@ MONSTERINFO_CHECKATTACK(Carrier_CheckAttack) (edict_t *self) -> bool
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}
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}
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// melee attack
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if (enemy_range <= RANGE_MELEE)
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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return true;
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}
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// if (level.time < self->monsterinfo.attack_finished)
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// return false;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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chance = 0.4f;
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}
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else if (enemy_range <= RANGE_MELEE)
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{
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chance = 0.8f;
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}
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else if (enemy_range <= RANGE_NEAR)
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{
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chance = 0.8f;
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}
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else if (enemy_range <= RANGE_MID)
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{
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chance = 0.8f;
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}
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else
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{
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chance = 0.5f;
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}
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// PGM - go ahead and shoot every time if it's a info_notnull
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if ((frandom() < chance) || (self->enemy->solid == SOLID_NOT))
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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return true;
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}
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if (self->flags & FL_FLY)
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{
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if (frandom() < 0.6f)
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self->monsterinfo.attack_state = AS_SLIDING;
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else
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self->monsterinfo.attack_state = AS_STRAIGHT;
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}
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return false;
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return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.8f, 0.8f, 0.5f, 0.f);
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}
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void CarrierPrecache()
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@@ -1145,17 +1060,17 @@ void SP_monster_carrier(edict_t *self)
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return;
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}
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sound_pain1 = gi.soundindex("carrier/pain_md.wav");
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sound_pain2 = gi.soundindex("carrier/pain_lg.wav");
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sound_pain3 = gi.soundindex("carrier/pain_sm.wav");
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sound_death = gi.soundindex("carrier/death.wav");
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sound_rail = gi.soundindex("gladiator/railgun.wav");
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sound_sight = gi.soundindex("carrier/sight.wav");
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sound_spawn = gi.soundindex("medic_commander/monsterspawn1.wav");
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sound_pain1.assign("carrier/pain_md.wav");
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sound_pain2.assign("carrier/pain_lg.wav");
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sound_pain3.assign("carrier/pain_sm.wav");
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sound_death.assign("carrier/death.wav");
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sound_rail.assign("gladiator/railgun.wav");
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sound_sight.assign("carrier/sight.wav");
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sound_spawn.assign("medic_commander/monsterspawn1.wav");
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sound_cg_down = gi.soundindex("weapons/chngnd1a.wav");
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sound_cg_loop = gi.soundindex("weapons/chngnl1a.wav");
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sound_cg_up = gi.soundindex("weapons/chngnu1a.wav");
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sound_cg_down.assign("weapons/chngnd1a.wav");
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sound_cg_loop.assign("weapons/chngnl1a.wav");
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sound_cg_up.assign("weapons/chngnu1a.wav");
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self->monsterinfo.engine_sound = gi.soundindex("bosshovr/bhvengn1.wav");
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@@ -12,12 +12,12 @@ stalker
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#include "m_rogue_stalker.h"
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#include <float.h>
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static int sound_pain;
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static int sound_die;
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static int sound_sight;
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static int sound_punch_hit1;
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static int sound_punch_hit2;
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static int sound_idle;
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static cached_soundindex sound_pain;
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static cached_soundindex sound_die;
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static cached_soundindex sound_sight;
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static cached_soundindex sound_punch_hit1;
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static cached_soundindex sound_punch_hit2;
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static cached_soundindex sound_idle;
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bool stalker_do_pounce(edict_t *self, const vec3_t &dest);
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void stalker_walk(edict_t *self);
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@@ -979,12 +979,12 @@ void SP_monster_stalker(edict_t *self)
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return;
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}
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sound_pain = gi.soundindex("stalker/pain.wav");
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sound_die = gi.soundindex("stalker/death.wav");
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sound_sight = gi.soundindex("stalker/sight.wav");
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sound_punch_hit1 = gi.soundindex("stalker/melee1.wav");
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sound_punch_hit2 = gi.soundindex("stalker/melee2.wav");
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sound_idle = gi.soundindex("stalker/idle.wav");
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sound_pain.assign("stalker/pain.wav");
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sound_die.assign("stalker/death.wav");
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sound_sight.assign("stalker/sight.wav");
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sound_punch_hit1.assign("stalker/melee1.wav");
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sound_punch_hit2.assign("stalker/melee2.wav");
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sound_idle.assign("stalker/idle.wav");
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// PMM - precache bolt2
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gi.modelindex("models/objects/laser/tris.md2");
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@@ -28,7 +28,7 @@ void turret_run(edict_t *self);
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extern const mmove_t turret_move_fire;
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extern const mmove_t turret_move_fire_blind;
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static int sound_moved, sound_moving;
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static cached_soundindex sound_moved, sound_moving;
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void TurretAim(edict_t *self)
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{
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@@ -399,18 +399,10 @@ void TurretFire(edict_t *self)
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chance = frandom();
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// rockets fire less often than the others do.
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if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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{
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chance = chance * 3;
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rocketSpeed = 650;
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}
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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{
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rocketSpeed = 800;
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chance = chance * 2;
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}
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else
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rocketSpeed = 0;
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@@ -500,16 +492,11 @@ void TurretFireBlind(edict_t *self)
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return;
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if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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{
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if (skill->integer == 2)
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{
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rocketSpeed += (int) frandom(200);
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}
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else if (skill->integer == 3)
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{
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rocketSpeed += (int) frandom(100, 300);
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}
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}
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rocketSpeed = 650;
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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rocketSpeed = 800;
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else
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rocketSpeed = 0;
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start = self->s.origin;
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end = self->monsterinfo.blind_fire_target;
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@@ -524,9 +511,9 @@ void TurretFireBlind(edict_t *self)
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dir.normalize();
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if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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monster_fire_blaster(self, start, dir, 20, 1000, MZ2_TURRET_BLASTER, EF_BLASTER);
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monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
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monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
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}
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// pmm
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@@ -623,7 +610,7 @@ DIE(turret_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damag
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if (self->teamchain)
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{
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base = self->teamchain;
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base->solid = SOLID_BBOX;
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base->solid = SOLID_NOT;
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base->takedamage = false;
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base->movetype = MOVETYPE_NONE;
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base->teammaster = base;
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@@ -937,8 +924,8 @@ void SP_monster_turret(edict_t *self)
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}
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// pre-caches
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sound_moved = gi.soundindex("turret/moved.wav");
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sound_moving = gi.soundindex("turret/moving.wav");
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sound_moved.assign("turret/moved.wav");
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sound_moving.assign("turret/moving.wav");
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gi.modelindex("models/objects/debris1/tris.md2");
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self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");
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@@ -22,10 +22,10 @@ constexpr int WIDOW_RAIL_DAMAGE = 50;
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bool infront(edict_t *self, edict_t *other);
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|
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain3;
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static int sound_rail;
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static cached_soundindex sound_pain1;
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static cached_soundindex sound_pain2;
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static cached_soundindex sound_pain3;
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static cached_soundindex sound_rail;
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||||
|
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static uint32_t shotsfired;
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|
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@@ -1126,13 +1126,6 @@ void WidowPowerups(edict_t *self)
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||||
|
||||
MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool
|
||||
{
|
||||
vec3_t spot1, spot2;
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||||
vec3_t temp;
|
||||
float chance;
|
||||
trace_t tr;
|
||||
float enemy_yaw;
|
||||
float real_enemy_range;
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|
||||
if (!self->enemy)
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return false;
|
||||
|
||||
@@ -1165,85 +1158,7 @@ MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool
|
||||
return true;
|
||||
}
|
||||
|
||||
if (self->enemy->health > 0)
|
||||
{
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self->s.origin;
|
||||
spot1[2] += self->viewheight;
|
||||
spot2 = self->enemy->s.origin;
|
||||
spot2[2] += self->enemy->viewheight;
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||||
|
||||
tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_SLIME | CONTENTS_LAVA);
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||||
|
||||
// do we have a clear shot?
|
||||
if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
|
||||
{
|
||||
// go ahead and spawn stuff if we're mad a a client
|
||||
if (self->enemy->client && M_SlotsLeft(self) >= 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 < 1.0f) // PGM
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
float enemy_range = range_to(self, self->enemy);
|
||||
temp = self->enemy->s.origin - self->s.origin;
|
||||
enemy_yaw = vectoyaw(temp);
|
||||
|
||||
self->ideal_yaw = enemy_yaw;
|
||||
|
||||
real_enemy_range = realrange(self, self->enemy);
|
||||
|
||||
// melee attack
|
||||
if (real_enemy_range <= (MELEE_DISTANCE + 20))
|
||||
{
|
||||
// don't always melee in easy mode
|
||||
if (skill->integer == 0 && irandom(4))
|
||||
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 = 0.4f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_MELEE)
|
||||
{
|
||||
chance = 0.8f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_NEAR)
|
||||
{
|
||||
chance = 0.7f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_MID)
|
||||
{
|
||||
chance = 0.6f;
|
||||
}
|
||||
else
|
||||
{
|
||||
chance = 0.5f;
|
||||
}
|
||||
|
||||
// PGM - go ahead and shoot every time if it's a info_notnull
|
||||
if ((frandom() < chance) || (self->enemy->solid == SOLID_NOT))
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MISSILE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.7f, 0.6f, 0.5f, 0.f);
|
||||
}
|
||||
|
||||
MONSTERINFO_BLOCKED(widow_blocked) (edict_t *self, float dist) -> bool
|
||||
@@ -1333,10 +1248,10 @@ void SP_monster_widow(edict_t *self)
|
||||
return;
|
||||
}
|
||||
|
||||
sound_pain1 = gi.soundindex("widow/bw1pain1.wav");
|
||||
sound_pain2 = gi.soundindex("widow/bw1pain2.wav");
|
||||
sound_pain3 = gi.soundindex("widow/bw1pain3.wav");
|
||||
sound_rail = gi.soundindex("gladiator/railgun.wav");
|
||||
sound_pain1.assign("widow/bw1pain1.wav");
|
||||
sound_pain2.assign("widow/bw1pain2.wav");
|
||||
sound_pain3.assign("widow/bw1pain3.wav");
|
||||
sound_rail.assign("gladiator/railgun.wav");
|
||||
|
||||
self->movetype = MOVETYPE_STEP;
|
||||
self->solid = SOLID_BBOX;
|
||||
|
||||
@@ -14,12 +14,12 @@ black widow, part 2
|
||||
#include "m_rogue_widow2.h"
|
||||
#include "../m_flash.h"
|
||||
|
||||
static int sound_pain1;
|
||||
static int sound_pain2;
|
||||
static int sound_pain3;
|
||||
static int sound_death;
|
||||
static int sound_search1;
|
||||
static int sound_tentacles_retract;
|
||||
static cached_soundindex sound_pain1;
|
||||
static cached_soundindex sound_pain2;
|
||||
static cached_soundindex sound_pain3;
|
||||
static cached_soundindex sound_death;
|
||||
static cached_soundindex sound_search1;
|
||||
static cached_soundindex sound_tentacles_retract;
|
||||
|
||||
// sqrt(64*64*2) + sqrt(28*28*2) => 130.1
|
||||
constexpr vec3_t spawnpoints[] = {
|
||||
@@ -685,14 +685,19 @@ MONSTERINFO_WALK(widow2_walk) (edict_t *self) -> void
|
||||
M_SetAnimation(self, &widow2_move_walk);
|
||||
}
|
||||
|
||||
void widow2_attack(edict_t *self);
|
||||
|
||||
MONSTERINFO_MELEE(widow2_melee) (edict_t *self) -> void
|
||||
{
|
||||
M_SetAnimation(self, &widow2_move_tongs);
|
||||
if (self->timestamp >= level.time)
|
||||
widow2_attack(self);
|
||||
else
|
||||
M_SetAnimation(self, &widow2_move_tongs);
|
||||
}
|
||||
|
||||
MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
|
||||
{
|
||||
float range, luck;
|
||||
float luck;
|
||||
bool blocked = false;
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_BLOCKED)
|
||||
@@ -704,6 +709,31 @@ MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
|
||||
if (!self->enemy)
|
||||
return;
|
||||
|
||||
float real_enemy_range = realrange(self, self->enemy);
|
||||
|
||||
// melee attack
|
||||
if (self->timestamp < level.time)
|
||||
{
|
||||
if (real_enemy_range < 300)
|
||||
{
|
||||
vec3_t f, r, u;
|
||||
AngleVectors(self->s.angles, f, r, u);
|
||||
vec3_t spot1 = G_ProjectSource2(self->s.origin, offsets[0], f, r, u);
|
||||
vec3_t spot2 = self->enemy->s.origin;
|
||||
if (widow2_tongue_attack_ok(spot1, spot2, 256))
|
||||
{
|
||||
// melee attack ok
|
||||
|
||||
// be nice in easy mode
|
||||
if (skill->integer != 0 || irandom(4))
|
||||
{
|
||||
M_SetAnimation(self, &widow2_move_tongs);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (self->bad_area)
|
||||
{
|
||||
if ((frandom() < 0.75f) || (level.time < self->monsterinfo.attack_finished))
|
||||
@@ -731,9 +761,7 @@ MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
|
||||
return;
|
||||
}
|
||||
|
||||
range = realrange(self, self->enemy);
|
||||
|
||||
if (range < 600)
|
||||
if (real_enemy_range < 600)
|
||||
{
|
||||
luck = frandom();
|
||||
if (M_SlotsLeft(self) >= 2)
|
||||
@@ -924,14 +952,6 @@ DIE(widow2_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damag
|
||||
|
||||
MONSTERINFO_CHECKATTACK(Widow2_CheckAttack) (edict_t *self) -> bool
|
||||
{
|
||||
vec3_t spot1, spot2;
|
||||
vec3_t temp;
|
||||
float chance;
|
||||
trace_t tr;
|
||||
float enemy_yaw;
|
||||
float real_enemy_range;
|
||||
vec3_t f, r, u;
|
||||
|
||||
if (!self->enemy)
|
||||
return false;
|
||||
|
||||
@@ -944,92 +964,7 @@ MONSTERINFO_CHECKATTACK(Widow2_CheckAttack) (edict_t *self) -> bool
|
||||
return true;
|
||||
}
|
||||
|
||||
if (self->enemy->health > 0)
|
||||
{
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self->s.origin;
|
||||
spot1[2] += self->viewheight;
|
||||
spot2 = self->enemy->s.origin;
|
||||
spot2[2] += self->enemy->viewheight;
|
||||
|
||||
tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_SLIME | CONTENTS_LAVA);
|
||||
|
||||
// do we have a clear shot?
|
||||
if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
|
||||
{
|
||||
// go ahead and spawn stuff if we're mad a a client
|
||||
if (self->enemy->client && M_SlotsLeft(self) >= 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 < 1.0f) // PGM
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
float enemy_range = range_to(self, self->enemy);
|
||||
temp = self->enemy->s.origin - self->s.origin;
|
||||
enemy_yaw = vectoyaw(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);
|
||||
spot1 = G_ProjectSource2(self->s.origin, offsets[0], f, r, u);
|
||||
spot2 = self->enemy->s.origin;
|
||||
if (widow2_tongue_attack_ok(spot1, spot2, 256))
|
||||
{
|
||||
// melee attack ok
|
||||
|
||||
// be nice in easy mode
|
||||
if (skill->integer == 0 && irandom(4))
|
||||
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 = 0.4f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_NEAR)
|
||||
{
|
||||
chance = 0.8f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_MID)
|
||||
{
|
||||
chance = 0.8f;
|
||||
}
|
||||
else
|
||||
{
|
||||
chance = 0.5f;
|
||||
}
|
||||
|
||||
// PGM - go ahead and shoot every time if it's a info_notnull
|
||||
if ((frandom() < chance) || (self->enemy->solid == SOLID_NOT))
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MISSILE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.8f, 0.5f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
void Widow2Precache()
|
||||
@@ -1072,12 +1007,12 @@ void SP_monster_widow2(edict_t *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_tentacles_retract = gi.soundindex("brain/brnatck3.wav");
|
||||
sound_pain1.assign("widow/bw2pain1.wav");
|
||||
sound_pain2.assign("widow/bw2pain2.wav");
|
||||
sound_pain3.assign("widow/bw2pain3.wav");
|
||||
sound_death.assign("widow/death.wav");
|
||||
sound_search1.assign("bosshovr/bhvunqv1.wav");
|
||||
sound_tentacles_retract.assign("brain/brnatck3.wav");
|
||||
|
||||
// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
// defines
|
||||
|
||||
constexpr spawnflags_t SPAWNFLAG_DBALL_GOAL_TEAM1 = 0x0001_spawnflag;
|
||||
[[maybe_unused]] constexpr spawnflags_t SPAWNFLAG_DBALL_GOAL_TEAM1 = 0x0001_spawnflag;
|
||||
// unused; assumed by not being team1
|
||||
// constexpr uint32_t SPAWNFLAG_DBALL_GOAL_TEAM2 = 0x0002;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user