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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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@@ -14,12 +14,12 @@ black widow, part 2
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#include "m_rogue_widow2.h"
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#include "../m_flash.h"
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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_search1;
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static int sound_tentacles_retract;
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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_search1;
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static cached_soundindex sound_tentacles_retract;
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// sqrt(64*64*2) + sqrt(28*28*2) => 130.1
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constexpr vec3_t spawnpoints[] = {
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@@ -685,14 +685,19 @@ MONSTERINFO_WALK(widow2_walk) (edict_t *self) -> void
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M_SetAnimation(self, &widow2_move_walk);
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}
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void widow2_attack(edict_t *self);
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MONSTERINFO_MELEE(widow2_melee) (edict_t *self) -> void
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{
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M_SetAnimation(self, &widow2_move_tongs);
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if (self->timestamp >= level.time)
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widow2_attack(self);
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else
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M_SetAnimation(self, &widow2_move_tongs);
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}
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MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
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{
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float range, luck;
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float luck;
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bool blocked = false;
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if (self->monsterinfo.aiflags & AI_BLOCKED)
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@@ -704,6 +709,31 @@ MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
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if (!self->enemy)
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return;
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float real_enemy_range = realrange(self, self->enemy);
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// melee attack
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if (self->timestamp < level.time)
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{
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if (real_enemy_range < 300)
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{
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vec3_t f, r, u;
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AngleVectors(self->s.angles, f, r, u);
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vec3_t spot1 = G_ProjectSource2(self->s.origin, offsets[0], f, r, u);
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vec3_t spot2 = self->enemy->s.origin;
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if (widow2_tongue_attack_ok(spot1, spot2, 256))
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{
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// melee attack ok
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// be nice in easy mode
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if (skill->integer != 0 || irandom(4))
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{
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M_SetAnimation(self, &widow2_move_tongs);
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return;
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}
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}
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}
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}
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if (self->bad_area)
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{
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if ((frandom() < 0.75f) || (level.time < self->monsterinfo.attack_finished))
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@@ -731,9 +761,7 @@ MONSTERINFO_ATTACK(widow2_attack) (edict_t *self) -> void
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return;
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}
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range = realrange(self, self->enemy);
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if (range < 600)
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if (real_enemy_range < 600)
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{
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luck = frandom();
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if (M_SlotsLeft(self) >= 2)
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@@ -924,14 +952,6 @@ DIE(widow2_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damag
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MONSTERINFO_CHECKATTACK(Widow2_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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vec3_t f, r, u;
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if (!self->enemy)
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return false;
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@@ -944,92 +964,7 @@ MONSTERINFO_CHECKATTACK(Widow2_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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// melee attack
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if (self->timestamp < level.time)
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{
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real_enemy_range = realrange(self, self->enemy);
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if (real_enemy_range < 300)
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{
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AngleVectors(self->s.angles, f, r, u);
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spot1 = G_ProjectSource2(self->s.origin, offsets[0], f, r, u);
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spot2 = self->enemy->s.origin;
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if (widow2_tongue_attack_ok(spot1, spot2, 256))
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{
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// melee attack ok
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// be nice 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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}
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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_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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return false;
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return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.8f, 0.5f, 0.f, 0.f);
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}
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void Widow2Precache()
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@@ -1072,12 +1007,12 @@ void SP_monster_widow2(edict_t *self)
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return;
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}
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sound_pain1 = gi.soundindex("widow/bw2pain1.wav");
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sound_pain2 = gi.soundindex("widow/bw2pain2.wav");
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sound_pain3 = gi.soundindex("widow/bw2pain3.wav");
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sound_death = gi.soundindex("widow/death.wav");
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sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");
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sound_tentacles_retract = gi.soundindex("brain/brnatck3.wav");
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sound_pain1.assign("widow/bw2pain1.wav");
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sound_pain2.assign("widow/bw2pain2.wav");
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sound_pain3.assign("widow/bw2pain3.wav");
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sound_death.assign("widow/death.wav");
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sound_search1.assign("bosshovr/bhvunqv1.wav");
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sound_tentacles_retract.assign("brain/brnatck3.wav");
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// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
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