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

@@ -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");