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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@@ -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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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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static uint32_t shotsfired;
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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
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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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float enemy_yaw;
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float real_enemy_range;
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if (!self->enemy)
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return false;
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@@ -1165,85 +1158,7 @@ MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool
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return true;
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}
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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_MONSTER | CONTENTS_PLAYER | 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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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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real_enemy_range = realrange(self, self->enemy);
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// melee attack
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if (real_enemy_range <= (MELEE_DISTANCE + 20))
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{
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// don't always melee in easy mode
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if (skill->integer == 0 && irandom(4))
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return false;
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if (self->monsterinfo.melee)
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self->monsterinfo.attack_state = AS_MELEE;
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else
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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 = 0.7f;
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}
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else if (enemy_range <= RANGE_MID)
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{
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chance = 0.6f;
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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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return false;
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return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.7f, 0.6f, 0.5f, 0.f);
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}
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MONSTERINFO_BLOCKED(widow_blocked) (edict_t *self, float dist) -> bool
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@@ -1333,10 +1248,10 @@ void SP_monster_widow(edict_t *self)
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return;
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}
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sound_pain1 = gi.soundindex("widow/bw1pain1.wav");
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sound_pain2 = gi.soundindex("widow/bw1pain2.wav");
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sound_pain3 = gi.soundindex("widow/bw1pain3.wav");
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sound_rail = gi.soundindex("gladiator/railgun.wav");
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sound_pain1.assign("widow/bw1pain1.wav");
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sound_pain2.assign("widow/bw1pain2.wav");
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sound_pain3.assign("widow/bw1pain3.wav");
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sound_rail.assign("gladiator/railgun.wav");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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