Update 1 changes

This commit is contained in:
Mike Rubits
2023-10-03 14:43:06 -04:00
parent 60f29560f3
commit 8dc1fc9794
67 changed files with 1806 additions and 1479 deletions

View File

@@ -60,7 +60,7 @@ USE(stationarymonster_triggered_spawn_use) (edict_t *self, edict_t *other, edict
// we have a one frame delay here so we don't telefrag the guy who activated us
self->think = stationarymonster_triggered_spawn;
self->nextthink = level.time + FRAME_TIME_S;
if (activator->client)
if (activator && activator->client)
self->enemy = activator;
self->use = monster_use;
}

View File

@@ -91,26 +91,26 @@ inline item_id_t FindSubstituteItem(edict_t *ent)
if (!itflags || (itflags & (IF_NOT_GIVEABLE | IF_TECH | IF_NOT_RANDOM)) || !it->pickup || !it->world_model)
continue;
itflags = GetSubstituteItemFlags(i);
// don't respawn spheres if they're dmflag disabled.
if (g_no_spheres->integer)
{
if (ent->item->id == IT_ITEM_SPHERE_VENGEANCE ||
ent->item->id == IT_ITEM_SPHERE_HUNTER ||
ent->item->id == IT_ITEM_SPHERE_DEFENDER)
if (i == IT_ITEM_SPHERE_VENGEANCE ||
i == IT_ITEM_SPHERE_HUNTER ||
i == IT_ITEM_SPHERE_DEFENDER)
{
continue;
}
}
if (g_no_nukes->integer && ent->item->id == IT_AMMO_NUKE)
if (g_no_nukes->integer && i == IT_AMMO_NUKE)
continue;
if (g_no_mines->integer &&
(ent->item->id == IT_AMMO_PROX || ent->item->id == IT_AMMO_TESLA || ent->item->id == IT_AMMO_TRAP))
(i == IT_AMMO_PROX || i == IT_AMMO_TESLA || i == IT_AMMO_TRAP || i == IT_WEAPON_PROXLAUNCHER))
continue;
itflags = GetSubstituteItemFlags(i);
if ((itflags & IF_TYPE_MASK) == (myflags & IF_TYPE_MASK))
possible_items[possible_item_count++] = i;
}

View File

@@ -567,6 +567,8 @@ bool fire_player_melee(edict_t *self, const vec3_t &start, const vec3_t &aim, in
if (!hit->inuse || !hit->takedamage)
continue;
else if (!CanDamage(self, hit))
continue;
// do the damage
vec3_t closest_point_to_check = closest_point_to_box(start, hit->s.origin + hit->mins, hit->s.origin + hit->maxs);

View File

@@ -169,7 +169,7 @@ THINK(spawngrow_think) (edict_t *self) -> void
float t = 1.f - ((level.time - self->teleport_time).seconds() / self->wait);
self->s.scale = clamp(lerp(self->accel, self->decel, t) / 16.f, 0.001f, 16.f);
self->s.scale = clamp(lerp(self->decel, self->accel, t) / 16.f, 0.001f, 16.f);
self->s.alpha = t * t;
self->nextthink += FRAME_TIME_MS;

View File

@@ -31,15 +31,15 @@ void drawbbox(edict_t *self);
void ED_CallSpawn(edict_t *ent);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_sight;
static int sound_rail;
static int sound_spawn;
static cached_soundindex sound_pain1;
static cached_soundindex sound_pain2;
static cached_soundindex sound_pain3;
static cached_soundindex sound_death;
static cached_soundindex sound_sight;
static cached_soundindex sound_rail;
static cached_soundindex sound_spawn;
static int sound_cg_down, sound_cg_loop, sound_cg_up;
static cached_soundindex sound_cg_down, sound_cg_loop, sound_cg_up;
float orig_yaw_speed;
@@ -1002,48 +1002,9 @@ DIE(carrier_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int dama
MONSTERINFO_CHECKATTACK(Carrier_CheckAttack) (edict_t *self) -> bool
{
vec3_t spot1, spot2;
vec3_t temp;
float chance;
trace_t tr;
bool enemy_infront, enemy_inback, enemy_below;
float enemy_yaw;
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_PLAYER | CONTENTS_MONSTER | 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;
}
}
enemy_infront = infront(self, self->enemy);
enemy_inback = inback(self, self->enemy);
enemy_below = below(self, self->enemy);
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;
bool enemy_infront = infront(self, self->enemy);
bool enemy_inback = inback(self, self->enemy);
bool enemy_below = below(self, self->enemy);
// PMM - shoot out the back if appropriate
if ((enemy_inback) || (!enemy_infront && enemy_below))
@@ -1061,53 +1022,7 @@ MONSTERINFO_CHECKATTACK(Carrier_CheckAttack) (edict_t *self) -> bool
}
}
// melee attack
if (enemy_range <= RANGE_MELEE)
{
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 = 0.8f;
}
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;
}
if (self->flags & FL_FLY)
{
if (frandom() < 0.6f)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
return false;
return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.8f, 0.8f, 0.5f, 0.f);
}
void CarrierPrecache()
@@ -1145,17 +1060,17 @@ void SP_monster_carrier(edict_t *self)
return;
}
sound_pain1 = gi.soundindex("carrier/pain_md.wav");
sound_pain2 = gi.soundindex("carrier/pain_lg.wav");
sound_pain3 = gi.soundindex("carrier/pain_sm.wav");
sound_death = gi.soundindex("carrier/death.wav");
sound_rail = gi.soundindex("gladiator/railgun.wav");
sound_sight = gi.soundindex("carrier/sight.wav");
sound_spawn = gi.soundindex("medic_commander/monsterspawn1.wav");
sound_pain1.assign("carrier/pain_md.wav");
sound_pain2.assign("carrier/pain_lg.wav");
sound_pain3.assign("carrier/pain_sm.wav");
sound_death.assign("carrier/death.wav");
sound_rail.assign("gladiator/railgun.wav");
sound_sight.assign("carrier/sight.wav");
sound_spawn.assign("medic_commander/monsterspawn1.wav");
sound_cg_down = gi.soundindex("weapons/chngnd1a.wav");
sound_cg_loop = gi.soundindex("weapons/chngnl1a.wav");
sound_cg_up = gi.soundindex("weapons/chngnu1a.wav");
sound_cg_down.assign("weapons/chngnd1a.wav");
sound_cg_loop.assign("weapons/chngnl1a.wav");
sound_cg_up.assign("weapons/chngnu1a.wav");
self->monsterinfo.engine_sound = gi.soundindex("bosshovr/bhvengn1.wav");

View File

@@ -12,12 +12,12 @@ stalker
#include "m_rogue_stalker.h"
#include <float.h>
static int sound_pain;
static int sound_die;
static int sound_sight;
static int sound_punch_hit1;
static int sound_punch_hit2;
static int sound_idle;
static cached_soundindex sound_pain;
static cached_soundindex sound_die;
static cached_soundindex sound_sight;
static cached_soundindex sound_punch_hit1;
static cached_soundindex sound_punch_hit2;
static cached_soundindex sound_idle;
bool stalker_do_pounce(edict_t *self, const vec3_t &dest);
void stalker_walk(edict_t *self);
@@ -979,12 +979,12 @@ void SP_monster_stalker(edict_t *self)
return;
}
sound_pain = gi.soundindex("stalker/pain.wav");
sound_die = gi.soundindex("stalker/death.wav");
sound_sight = gi.soundindex("stalker/sight.wav");
sound_punch_hit1 = gi.soundindex("stalker/melee1.wav");
sound_punch_hit2 = gi.soundindex("stalker/melee2.wav");
sound_idle = gi.soundindex("stalker/idle.wav");
sound_pain.assign("stalker/pain.wav");
sound_die.assign("stalker/death.wav");
sound_sight.assign("stalker/sight.wav");
sound_punch_hit1.assign("stalker/melee1.wav");
sound_punch_hit2.assign("stalker/melee2.wav");
sound_idle.assign("stalker/idle.wav");
// PMM - precache bolt2
gi.modelindex("models/objects/laser/tris.md2");

View File

@@ -28,7 +28,7 @@ void turret_run(edict_t *self);
extern const mmove_t turret_move_fire;
extern const mmove_t turret_move_fire_blind;
static int sound_moved, sound_moving;
static cached_soundindex sound_moved, sound_moving;
void TurretAim(edict_t *self)
{
@@ -399,18 +399,10 @@ void TurretFire(edict_t *self)
chance = frandom();
// rockets fire less often than the others do.
if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
{
chance = chance * 3;
rocketSpeed = 650;
}
else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
{
rocketSpeed = 800;
chance = chance * 2;
}
else
rocketSpeed = 0;
@@ -500,16 +492,11 @@ void TurretFireBlind(edict_t *self)
return;
if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
{
if (skill->integer == 2)
{
rocketSpeed += (int) frandom(200);
}
else if (skill->integer == 3)
{
rocketSpeed += (int) frandom(100, 300);
}
}
rocketSpeed = 650;
else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
rocketSpeed = 800;
else
rocketSpeed = 0;
start = self->s.origin;
end = self->monsterinfo.blind_fire_target;
@@ -524,9 +511,9 @@ void TurretFireBlind(edict_t *self)
dir.normalize();
if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
monster_fire_blaster(self, start, dir, 20, 1000, MZ2_TURRET_BLASTER, EF_BLASTER);
monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
}
// pmm
@@ -623,7 +610,7 @@ DIE(turret_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damag
if (self->teamchain)
{
base = self->teamchain;
base->solid = SOLID_BBOX;
base->solid = SOLID_NOT;
base->takedamage = false;
base->movetype = MOVETYPE_NONE;
base->teammaster = base;
@@ -937,8 +924,8 @@ void SP_monster_turret(edict_t *self)
}
// pre-caches
sound_moved = gi.soundindex("turret/moved.wav");
sound_moving = gi.soundindex("turret/moving.wav");
sound_moved.assign("turret/moved.wav");
sound_moving.assign("turret/moving.wav");
gi.modelindex("models/objects/debris1/tris.md2");
self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");

View File

@@ -22,10 +22,10 @@ constexpr int WIDOW_RAIL_DAMAGE = 50;
bool infront(edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_rail;
static cached_soundindex sound_pain1;
static cached_soundindex sound_pain2;
static cached_soundindex sound_pain3;
static cached_soundindex sound_rail;
static uint32_t shotsfired;
@@ -1126,13 +1126,6 @@ void WidowPowerups(edict_t *self)
MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool
{
vec3_t spot1, spot2;
vec3_t temp;
float chance;
trace_t tr;
float enemy_yaw;
float real_enemy_range;
if (!self->enemy)
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;
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;
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;

View File

@@ -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");

View File

@@ -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;