mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-20 17:09:35 +01:00
Update 1 changes
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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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