mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
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1305 lines
33 KiB
C++
1305 lines
33 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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black widow
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==============================================================================
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*/
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// self->timestamp used to prevent rapid fire of railgun
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// self->plat2flags used for fire count (flashes)
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#include "../g_local.h"
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#include "m_rogue_widow.h"
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#include "../m_flash.h"
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constexpr gtime_t RAIL_TIME = 3_sec;
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constexpr gtime_t BLASTER_TIME = 2_sec;
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constexpr int BLASTER2_DAMAGE = 10;
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constexpr int WIDOW_RAIL_DAMAGE = 50;
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bool infront(edict_t *self, edict_t *other);
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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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constexpr vec3_t spawnpoints[] = {
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{ 30, 100, 16 },
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{ 30, -100, 16 }
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};
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constexpr vec3_t beameffects[] = {
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{ 12.58f, -43.71f, 68.88f },
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{ 3.43f, 58.72f, 68.41f }
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};
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constexpr float sweep_angles[] = {
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32.f, 26.f, 20.f, 10.f, 0.f, -6.5f, -13.f, -27.f, -41.f
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};
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constexpr vec3_t stalker_mins = { -28, -28, -18 };
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constexpr vec3_t stalker_maxs = { 28, 28, 18 };
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unsigned int widow_damage_multiplier;
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void widow_run(edict_t *self);
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void widow_dead(edict_t *self);
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void widow_attack_blaster(edict_t *self);
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void widow_reattack_blaster(edict_t *self);
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void widow_start_spawn(edict_t *self);
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void widow_done_spawn(edict_t *self);
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void widow_spawn_check(edict_t *self);
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void widow_prep_spawn(edict_t *self);
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void widow_attack_rail(edict_t *self);
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void widow_start_run_5(edict_t *self);
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void widow_start_run_10(edict_t *self);
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void widow_start_run_12(edict_t *self);
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void WidowCalcSlots(edict_t *self);
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MONSTERINFO_SEARCH(widow_search) (edict_t *self) -> void
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{
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}
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MONSTERINFO_SIGHT(widow_sight) (edict_t *self, edict_t *other) -> void
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{
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self->monsterinfo.fire_wait = 0_ms;
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}
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extern const mmove_t widow_move_attack_post_blaster;
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extern const mmove_t widow_move_attack_post_blaster_r;
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extern const mmove_t widow_move_attack_post_blaster_l;
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extern const mmove_t widow_move_attack_blaster;
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float target_angle(edict_t *self)
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{
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vec3_t target;
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float enemy_yaw;
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target = self->s.origin - self->enemy->s.origin;
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enemy_yaw = self->s.angles[YAW] - vectoyaw(target);
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if (enemy_yaw < 0)
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enemy_yaw += 360.0f;
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// this gets me 0 degrees = forward
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enemy_yaw -= 180.0f;
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// positive is to right, negative to left
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return enemy_yaw;
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}
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int WidowTorso(edict_t *self)
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{
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float enemy_yaw = target_angle(self);
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if (enemy_yaw >= 105)
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{
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M_SetAnimation(self, &widow_move_attack_post_blaster_r);
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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return 0;
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}
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if (enemy_yaw <= -75.0f)
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{
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M_SetAnimation(self, &widow_move_attack_post_blaster_l);
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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return 0;
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}
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if (enemy_yaw >= 95)
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return FRAME_fired03;
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else if (enemy_yaw >= 85)
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return FRAME_fired04;
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else if (enemy_yaw >= 75)
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return FRAME_fired05;
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else if (enemy_yaw >= 65)
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return FRAME_fired06;
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else if (enemy_yaw >= 55)
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return FRAME_fired07;
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else if (enemy_yaw >= 45)
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return FRAME_fired08;
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else if (enemy_yaw >= 35)
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return FRAME_fired09;
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else if (enemy_yaw >= 25)
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return FRAME_fired10;
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else if (enemy_yaw >= 15)
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return FRAME_fired11;
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else if (enemy_yaw >= 5)
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return FRAME_fired12;
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else if (enemy_yaw >= -5)
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return FRAME_fired13;
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else if (enemy_yaw >= -15)
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return FRAME_fired14;
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else if (enemy_yaw >= -25)
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return FRAME_fired15;
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else if (enemy_yaw >= -35)
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return FRAME_fired16;
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else if (enemy_yaw >= -45)
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return FRAME_fired17;
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else if (enemy_yaw >= -55)
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return FRAME_fired18;
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else if (enemy_yaw >= -65)
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return FRAME_fired19;
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else if (enemy_yaw >= -75)
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return FRAME_fired20;
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return 0;
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}
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constexpr float VARIANCE = 15.0f;
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void WidowBlaster(edict_t *self)
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{
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vec3_t forward, right, target, vec, targ_angles;
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vec3_t start;
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monster_muzzleflash_id_t flashnum;
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effects_t effect;
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if (!self->enemy)
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return;
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shotsfired++;
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if (!(shotsfired % 4))
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effect = EF_BLASTER;
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else
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effect = EF_NONE;
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AngleVectors(self->s.angles, forward, right, nullptr);
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if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13))
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{
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// sweep
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flashnum = static_cast<monster_muzzleflash_id_t>(MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05);
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start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right);
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target = self->enemy->s.origin - start;
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targ_angles = vectoangles(target);
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vec = self->s.angles;
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vec[PITCH] += targ_angles[PITCH];
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vec[YAW] -= sweep_angles[flashnum - MZ2_WIDOW_BLASTER_SWEEP1];
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AngleVectors(vec, forward, nullptr, nullptr);
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monster_fire_blaster2(self, start, forward, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect);
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}
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else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20))
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{
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vec3_t angles;
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float aim_angle, target_angle;
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float error;
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self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
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self->monsterinfo.nextframe = WidowTorso(self);
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if (!self->monsterinfo.nextframe)
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self->monsterinfo.nextframe = self->s.frame;
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if (self->s.frame == FRAME_fired02a)
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flashnum = MZ2_WIDOW_BLASTER_0;
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else
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flashnum = static_cast<monster_muzzleflash_id_t>(MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03);
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start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right);
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PredictAim(self, self->enemy, start, 1000, true, crandom() * 0.1f, &forward, nullptr);
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// clamp it to within 10 degrees of the aiming angle (where she's facing)
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angles = vectoangles(forward);
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// give me 100 -> -70
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aim_angle = (float) (100 - (10 * (flashnum - MZ2_WIDOW_BLASTER_100)));
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if (aim_angle <= 0)
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aim_angle += 360;
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target_angle = self->s.angles[YAW] - angles[YAW];
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if (target_angle <= 0)
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target_angle += 360;
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error = aim_angle - target_angle;
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// positive error is to entity's left, aka positive direction in engine
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// unfortunately, I decided that for the aim_angle, positive was right. *sigh*
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if (error > VARIANCE)
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{
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angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE;
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AngleVectors(angles, forward, nullptr, nullptr);
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}
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else if (error < -VARIANCE)
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{
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angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE;
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AngleVectors(angles, forward, nullptr, nullptr);
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}
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monster_fire_blaster2(self, start, forward, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect);
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}
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else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08))
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{
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flashnum = static_cast<monster_muzzleflash_id_t>(MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01);
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start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right);
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target = self->enemy->s.origin - start;
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target[2] += self->enemy->viewheight;
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target.normalize();
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monster_fire_blaster2(self, start, target, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect);
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}
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}
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void WidowSpawn(edict_t *self)
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{
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vec3_t f, r, u, offset, startpoint, spawnpoint;
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edict_t *ent, *designated_enemy;
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int i;
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AngleVectors(self->s.angles, f, r, u);
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for (i = 0; i < 2; i++)
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{
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offset = spawnpoints[i];
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startpoint = G_ProjectSource2(self->s.origin, offset, f, r, u);
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if (FindSpawnPoint(startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
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{
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ent = CreateGroundMonster(spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256);
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if (!ent)
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continue;
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self->monsterinfo.monster_used++;
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ent->monsterinfo.commander = self;
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ent->nextthink = level.time;
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ent->think(ent);
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ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW | AI_DO_NOT_COUNT | AI_IGNORE_SHOTS;
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if (!coop->integer)
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{
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designated_enemy = self->enemy;
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}
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else
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{
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designated_enemy = PickCoopTarget(ent);
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if (designated_enemy)
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{
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// try to avoid using my enemy
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if (designated_enemy == self->enemy)
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{
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designated_enemy = PickCoopTarget(ent);
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if (!designated_enemy)
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designated_enemy = self->enemy;
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}
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}
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else
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designated_enemy = self->enemy;
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}
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if ((designated_enemy->inuse) && (designated_enemy->health > 0))
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{
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ent->enemy = designated_enemy;
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FoundTarget(ent);
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ent->monsterinfo.attack(ent);
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}
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}
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}
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}
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void widow_spawn_check(edict_t *self)
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{
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WidowBlaster(self);
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WidowSpawn(self);
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}
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void widow_ready_spawn(edict_t *self)
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{
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vec3_t f, r, u, offset, startpoint, spawnpoint;
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int i;
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WidowBlaster(self);
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AngleVectors(self->s.angles, f, r, u);
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for (i = 0; i < 2; i++)
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{
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offset = spawnpoints[i];
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startpoint = G_ProjectSource2(self->s.origin, offset, f, r, u);
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if (FindSpawnPoint(startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
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{
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float radius = (stalker_maxs - stalker_mins).length() * 0.5f;
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SpawnGrow_Spawn(spawnpoint + (stalker_mins + stalker_maxs), radius, radius * 2.f);
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}
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}
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}
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void widow_step(edict_t *self)
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{
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gi.sound(self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0);
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}
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mframe_t widow_frames_stand[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(widow_move_stand) = { FRAME_idle01, FRAME_idle11, widow_frames_stand, nullptr };
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mframe_t widow_frames_walk[] = {
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{ ai_walk, 2.79f, widow_step },
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{ ai_walk, 2.77f },
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{ ai_walk, 3.53f },
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{ ai_walk, 3.97f },
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{ ai_walk, 4.13f }, // 5
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{ ai_walk, 4.09f },
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{ ai_walk, 3.84f },
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{ ai_walk, 3.62f, widow_step },
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{ ai_walk, 3.29f },
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{ ai_walk, 6.08f }, // 10
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{ ai_walk, 6.94f },
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{ ai_walk, 5.73f },
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{ ai_walk, 2.85f }
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};
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MMOVE_T(widow_move_walk) = { FRAME_walk01, FRAME_walk13, widow_frames_walk, nullptr };
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mframe_t widow_frames_run[] = {
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{ ai_run, 2.79f, widow_step },
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{ ai_run, 2.77f },
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{ ai_run, 3.53f },
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{ ai_run, 3.97f },
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{ ai_run, 4.13f }, // 5
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{ ai_run, 4.09f },
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{ ai_run, 3.84f },
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{ ai_run, 3.62f, widow_step },
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{ ai_run, 3.29f },
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{ ai_run, 6.08f }, // 10
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{ ai_run, 6.94f },
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{ ai_run, 5.73f },
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{ ai_run, 2.85f }
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};
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MMOVE_T(widow_move_run) = { FRAME_walk01, FRAME_walk13, widow_frames_run, nullptr };
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void widow_stepshoot(edict_t *self)
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{
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gi.sound(self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM, 0);
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WidowBlaster(self);
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}
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mframe_t widow_frames_run_attack[] = {
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{ ai_charge, 13, widow_stepshoot },
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{ ai_charge, 11.72f, WidowBlaster },
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{ ai_charge, 18.04f, WidowBlaster },
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{ ai_charge, 14.58f, WidowBlaster },
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{ ai_charge, 13, widow_stepshoot }, // 5
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{ ai_charge, 12.12f, WidowBlaster },
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{ ai_charge, 19.63f, WidowBlaster },
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{ ai_charge, 11.37f, WidowBlaster }
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};
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MMOVE_T(widow_move_run_attack) = { FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run };
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//
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// These three allow specific entry into the run sequence
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//
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void widow_start_run_5(edict_t *self)
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{
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M_SetAnimation(self, &widow_move_run);
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self->monsterinfo.nextframe = FRAME_walk05;
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}
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void widow_start_run_10(edict_t *self)
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{
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M_SetAnimation(self, &widow_move_run);
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self->monsterinfo.nextframe = FRAME_walk10;
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}
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void widow_start_run_12(edict_t *self)
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{
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M_SetAnimation(self, &widow_move_run);
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self->monsterinfo.nextframe = FRAME_walk12;
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}
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mframe_t widow_frames_attack_pre_blaster[] = {
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{ ai_charge },
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{ ai_charge },
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{ ai_charge, 0, widow_attack_blaster }
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};
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MMOVE_T(widow_move_attack_pre_blaster) = { FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, nullptr };
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// Loop this
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mframe_t widow_frames_attack_blaster[] = {
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{ ai_charge, 0, widow_reattack_blaster }, // straight ahead
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{ ai_charge, 0, widow_reattack_blaster }, // 100 degrees right
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster }, // 50 degrees right
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster }, // straight
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster }, // 50 degrees left
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{ ai_charge, 0, widow_reattack_blaster },
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{ ai_charge, 0, widow_reattack_blaster } // 70 degrees left
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};
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MMOVE_T(widow_move_attack_blaster) = { FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, nullptr };
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mframe_t widow_frames_attack_post_blaster[] = {
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{ ai_charge },
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{ ai_charge }
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};
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MMOVE_T(widow_move_attack_post_blaster) = { FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run };
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|
mframe_t widow_frames_attack_post_blaster_r[] = {
|
|
{ ai_charge, -2 },
|
|
{ ai_charge, -10 },
|
|
{ ai_charge, -2 },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_start_run_12 }
|
|
};
|
|
MMOVE_T(widow_move_attack_post_blaster_r) = { FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, nullptr };
|
|
|
|
mframe_t widow_frames_attack_post_blaster_l[] = {
|
|
{ ai_charge },
|
|
{ ai_charge, 14 },
|
|
{ ai_charge, -2 },
|
|
{ ai_charge, 10 },
|
|
{ ai_charge, 10, widow_start_run_12 }
|
|
};
|
|
MMOVE_T(widow_move_attack_post_blaster_l) = { FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, nullptr };
|
|
|
|
extern const mmove_t widow_move_attack_rail;
|
|
extern const mmove_t widow_move_attack_rail_l;
|
|
extern const mmove_t widow_move_attack_rail_r;
|
|
|
|
void WidowRail(edict_t *self)
|
|
{
|
|
vec3_t start;
|
|
vec3_t dir;
|
|
vec3_t forward, right;
|
|
monster_muzzleflash_id_t flash;
|
|
|
|
AngleVectors(self->s.angles, forward, right, nullptr);
|
|
|
|
if (self->monsterinfo.active_move == &widow_move_attack_rail_l)
|
|
{
|
|
flash = MZ2_WIDOW_RAIL_LEFT;
|
|
}
|
|
else if (self->monsterinfo.active_move == &widow_move_attack_rail_r)
|
|
{
|
|
flash = MZ2_WIDOW_RAIL_RIGHT;
|
|
}
|
|
else
|
|
flash = MZ2_WIDOW_RAIL;
|
|
|
|
start = G_ProjectSource(self->s.origin, monster_flash_offset[flash], forward, right);
|
|
|
|
// calc direction to where we targeted
|
|
dir = self->pos1 - start;
|
|
dir.normalize();
|
|
|
|
monster_fire_railgun(self, start, dir, WIDOW_RAIL_DAMAGE * widow_damage_multiplier, 100, flash);
|
|
self->timestamp = level.time + RAIL_TIME;
|
|
}
|
|
|
|
void WidowSaveLoc(edict_t *self)
|
|
{
|
|
self->pos1 = self->enemy->s.origin; // save for aiming the shot
|
|
self->pos1[2] += self->enemy->viewheight;
|
|
};
|
|
|
|
void widow_start_rail(edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
}
|
|
|
|
void widow_rail_done(edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
|
|
mframe_t widow_frames_attack_pre_rail[] = {
|
|
{ ai_charge, 0, widow_start_rail },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_attack_rail }
|
|
};
|
|
MMOVE_T(widow_move_attack_pre_rail) = { FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, nullptr };
|
|
|
|
mframe_t widow_frames_attack_rail[] = {
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, WidowSaveLoc },
|
|
{ ai_charge, -10, WidowRail },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_rail_done }
|
|
};
|
|
MMOVE_T(widow_move_attack_rail) = { FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run };
|
|
|
|
mframe_t widow_frames_attack_rail_r[] = {
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, WidowSaveLoc },
|
|
{ ai_charge, -10, WidowRail },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_rail_done }
|
|
};
|
|
MMOVE_T(widow_move_attack_rail_r) = { FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run };
|
|
|
|
mframe_t widow_frames_attack_rail_l[] = {
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, WidowSaveLoc },
|
|
{ ai_charge, -10, WidowRail },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_rail_done }
|
|
};
|
|
MMOVE_T(widow_move_attack_rail_l) = { FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run };
|
|
|
|
void widow_attack_rail(edict_t *self)
|
|
{
|
|
float enemy_angle;
|
|
|
|
enemy_angle = target_angle(self);
|
|
|
|
if (enemy_angle < -15)
|
|
M_SetAnimation(self, &widow_move_attack_rail_l);
|
|
else if (enemy_angle > 15)
|
|
M_SetAnimation(self, &widow_move_attack_rail_r);
|
|
else
|
|
M_SetAnimation(self, &widow_move_attack_rail);
|
|
}
|
|
|
|
void widow_start_spawn(edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
}
|
|
|
|
void widow_done_spawn(edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
|
|
mframe_t widow_frames_spawn[] = {
|
|
{ ai_charge }, // 1
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_start_spawn },
|
|
{ ai_charge }, // 5
|
|
{ ai_charge, 0, WidowBlaster }, // 6
|
|
{ ai_charge, 0, widow_ready_spawn }, // 7
|
|
{ ai_charge, 0, WidowBlaster },
|
|
{ ai_charge, 0, WidowBlaster }, // 9
|
|
{ ai_charge, 0, widow_spawn_check },
|
|
{ ai_charge, 0, WidowBlaster }, // 11
|
|
{ ai_charge, 0, WidowBlaster },
|
|
{ ai_charge, 0, WidowBlaster }, // 13
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, widow_done_spawn }
|
|
};
|
|
MMOVE_T(widow_move_spawn) = { FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run };
|
|
|
|
mframe_t widow_frames_pain_heavy[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }
|
|
};
|
|
MMOVE_T(widow_move_pain_heavy) = { FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run };
|
|
|
|
mframe_t widow_frames_pain_light[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }
|
|
};
|
|
MMOVE_T(widow_move_pain_light) = { FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run };
|
|
|
|
void spawn_out_start(edict_t *self)
|
|
{
|
|
vec3_t startpoint, f, r, u;
|
|
|
|
// gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
|
|
AngleVectors(self->s.angles, f, r, u);
|
|
|
|
startpoint = G_ProjectSource2(self->s.origin, beameffects[0], f, r, u);
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_WIDOWBEAMOUT);
|
|
gi.WriteShort(20001);
|
|
gi.WritePosition(startpoint);
|
|
gi.multicast(startpoint, MULTICAST_ALL, false);
|
|
|
|
startpoint = G_ProjectSource2(self->s.origin, beameffects[1], f, r, u);
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_WIDOWBEAMOUT);
|
|
gi.WriteShort(20002);
|
|
gi.WritePosition(startpoint);
|
|
gi.multicast(startpoint, MULTICAST_ALL, false);
|
|
|
|
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
void spawn_out_do(edict_t *self)
|
|
{
|
|
vec3_t startpoint, f, r, u;
|
|
|
|
AngleVectors(self->s.angles, f, r, u);
|
|
startpoint = G_ProjectSource2(self->s.origin, beameffects[0], f, r, u);
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_WIDOWSPLASH);
|
|
gi.WritePosition(startpoint);
|
|
gi.multicast(startpoint, MULTICAST_ALL, false);
|
|
|
|
startpoint = G_ProjectSource2(self->s.origin, beameffects[1], f, r, u);
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_WIDOWSPLASH);
|
|
gi.WritePosition(startpoint);
|
|
gi.multicast(startpoint, MULTICAST_ALL, false);
|
|
|
|
startpoint = self->s.origin;
|
|
startpoint[2] += 36;
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_BOSSTPORT);
|
|
gi.WritePosition(startpoint);
|
|
gi.multicast(startpoint, MULTICAST_PHS, false);
|
|
|
|
Widowlegs_Spawn(self->s.origin, self->s.angles);
|
|
|
|
G_FreeEdict(self);
|
|
}
|
|
|
|
mframe_t widow_frames_death[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }, // 5
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, spawn_out_start }, // 10
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }, // 15
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }, // 20
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }, // 25
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }, // 30
|
|
{ ai_move, 0, spawn_out_do }
|
|
};
|
|
MMOVE_T(widow_move_death) = { FRAME_death01, FRAME_death31, widow_frames_death, nullptr };
|
|
|
|
void widow_attack_kick(edict_t *self)
|
|
{
|
|
vec3_t aim = { 100, 0, 4 };
|
|
if (self->enemy->groundentity)
|
|
fire_hit(self, aim, irandom(50, 56), 500);
|
|
else // not as much kick if they're in the air .. makes it harder to land on her head
|
|
fire_hit(self, aim, irandom(50, 56), 250);
|
|
}
|
|
|
|
mframe_t widow_frames_attack_kick[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, widow_attack_kick },
|
|
{ ai_move }, // 5
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }
|
|
};
|
|
|
|
MMOVE_T(widow_move_attack_kick) = { FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run };
|
|
|
|
MONSTERINFO_STAND(widow_stand) (edict_t *self) -> void
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, gi.soundindex("widow/laugh.wav"), 1, ATTN_NORM, 0);
|
|
M_SetAnimation(self, &widow_move_stand);
|
|
}
|
|
|
|
MONSTERINFO_RUN(widow_run) (edict_t *self) -> void
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
M_SetAnimation(self, &widow_move_stand);
|
|
else
|
|
M_SetAnimation(self, &widow_move_run);
|
|
}
|
|
|
|
MONSTERINFO_WALK(widow_walk) (edict_t *self) -> void
|
|
{
|
|
M_SetAnimation(self, &widow_move_walk);
|
|
}
|
|
|
|
MONSTERINFO_ATTACK(widow_attack) (edict_t *self) -> void
|
|
{
|
|
float luck;
|
|
bool rail_frames = false, blaster_frames = false, blocked = false, anger = false;
|
|
|
|
self->movetarget = nullptr;
|
|
|
|
if (self->monsterinfo.aiflags & AI_BLOCKED)
|
|
{
|
|
blocked = true;
|
|
self->monsterinfo.aiflags &= ~AI_BLOCKED;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_TARGET_ANGER)
|
|
{
|
|
anger = true;
|
|
self->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
|
|
}
|
|
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
return;
|
|
|
|
if (self->bad_area)
|
|
{
|
|
if ((frandom() < 0.1f) || (level.time < self->timestamp))
|
|
M_SetAnimation(self, &widow_move_attack_pre_blaster);
|
|
else
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
M_SetAnimation(self, &widow_move_attack_pre_rail);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames
|
|
// frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames
|
|
|
|
if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03)))
|
|
rail_frames = true;
|
|
|
|
if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12))
|
|
blaster_frames = true;
|
|
|
|
WidowCalcSlots(self);
|
|
|
|
// if we can't see the target, spawn stuff regardless of frame
|
|
if ((self->monsterinfo.attack_state == AS_BLIND) && (M_SlotsLeft(self) >= 2))
|
|
{
|
|
M_SetAnimation(self, &widow_move_spawn);
|
|
return;
|
|
}
|
|
|
|
// accept bias towards spawning regardless of frame
|
|
if (blocked && (M_SlotsLeft(self) >= 2))
|
|
{
|
|
M_SetAnimation(self, &widow_move_spawn);
|
|
return;
|
|
}
|
|
|
|
if ((realrange(self, self->enemy) > 300) && (!anger) && (frandom() < 0.5f) && (!blocked))
|
|
{
|
|
M_SetAnimation(self, &widow_move_run_attack);
|
|
return;
|
|
}
|
|
|
|
if (blaster_frames)
|
|
{
|
|
if (M_SlotsLeft(self) >= 2)
|
|
{
|
|
M_SetAnimation(self, &widow_move_spawn);
|
|
return;
|
|
}
|
|
else if (self->monsterinfo.fire_wait + BLASTER_TIME <= level.time)
|
|
{
|
|
M_SetAnimation(self, &widow_move_attack_pre_blaster);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (rail_frames)
|
|
{
|
|
if (!(level.time < self->timestamp))
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
M_SetAnimation(self, &widow_move_attack_pre_rail);
|
|
}
|
|
}
|
|
|
|
if ((rail_frames) || (blaster_frames))
|
|
return;
|
|
|
|
luck = frandom();
|
|
if (M_SlotsLeft(self) >= 2)
|
|
{
|
|
if ((luck <= 0.40f) && (self->monsterinfo.fire_wait + BLASTER_TIME <= level.time))
|
|
M_SetAnimation(self, &widow_move_attack_pre_blaster);
|
|
else if ((luck <= 0.7f) && !(level.time < self->timestamp))
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
M_SetAnimation(self, &widow_move_attack_pre_rail);
|
|
}
|
|
else
|
|
M_SetAnimation(self, &widow_move_spawn);
|
|
}
|
|
else
|
|
{
|
|
if (level.time < self->timestamp)
|
|
M_SetAnimation(self, &widow_move_attack_pre_blaster);
|
|
else if ((luck <= 0.50f) || (level.time + BLASTER_TIME >= self->monsterinfo.fire_wait))
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
|
|
M_SetAnimation(self, &widow_move_attack_pre_rail);
|
|
}
|
|
else // holdout to blaster
|
|
M_SetAnimation(self, &widow_move_attack_pre_blaster);
|
|
}
|
|
}
|
|
|
|
void widow_attack_blaster(edict_t *self)
|
|
{
|
|
self->monsterinfo.fire_wait = level.time + random_time(1_sec, 3_sec);
|
|
M_SetAnimation(self, &widow_move_attack_blaster);
|
|
self->monsterinfo.nextframe = WidowTorso(self);
|
|
}
|
|
|
|
void widow_reattack_blaster(edict_t *self)
|
|
{
|
|
WidowBlaster(self);
|
|
|
|
// if WidowBlaster bailed us out of the frames, just bail
|
|
if ((self->monsterinfo.active_move == &widow_move_attack_post_blaster_l) ||
|
|
(self->monsterinfo.active_move == &widow_move_attack_post_blaster_r))
|
|
return;
|
|
|
|
// if we're not done with the attack, don't leave the sequence
|
|
if (self->monsterinfo.fire_wait >= level.time)
|
|
return;
|
|
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
|
|
M_SetAnimation(self, &widow_move_attack_post_blaster);
|
|
}
|
|
|
|
PAIN(widow_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
|
|
{
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 5_sec;
|
|
|
|
if (damage < 15)
|
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
|
|
else if (damage < 75)
|
|
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
|
|
else
|
|
gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
|
|
|
|
if (!M_ShouldReactToPain(self, mod))
|
|
return; // no pain anims in nightmare
|
|
|
|
self->monsterinfo.fire_wait = 0_ms;
|
|
|
|
if (damage >= 15)
|
|
{
|
|
if (damage < 75)
|
|
{
|
|
if ((skill->integer < 3) && (frandom() < (0.6f - (0.2f * skill->integer))))
|
|
{
|
|
M_SetAnimation(self, &widow_move_pain_light);
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((skill->integer < 3) && (frandom() < (0.75f - (0.1f * skill->integer))))
|
|
{
|
|
M_SetAnimation(self, &widow_move_pain_heavy);
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
MONSTERINFO_SETSKIN(widow_setskin) (edict_t *self) -> void
|
|
{
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum = 1;
|
|
else
|
|
self->s.skinnum = 0;
|
|
}
|
|
|
|
void widow_dead(edict_t *self)
|
|
{
|
|
self->mins = { -56, -56, 0 };
|
|
self->maxs = { 56, 56, 80 };
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0_ms;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
DIE(widow_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
|
|
{
|
|
self->deadflag = true;
|
|
self->takedamage = false;
|
|
self->count = 0;
|
|
self->monsterinfo.quad_time = 0_ms;
|
|
self->monsterinfo.double_time = 0_ms;
|
|
self->monsterinfo.invincible_time = 0_ms;
|
|
M_SetAnimation(self, &widow_move_death);
|
|
}
|
|
|
|
MONSTERINFO_MELEE(widow_melee) (edict_t *self) -> void
|
|
{
|
|
// monster_done_dodge (self);
|
|
M_SetAnimation(self, &widow_move_attack_kick);
|
|
}
|
|
|
|
void WidowGoinQuad(edict_t *self, gtime_t time)
|
|
{
|
|
self->monsterinfo.quad_time = time;
|
|
widow_damage_multiplier = 4;
|
|
}
|
|
|
|
void WidowDouble(edict_t *self, gtime_t time)
|
|
{
|
|
self->monsterinfo.double_time = time;
|
|
widow_damage_multiplier = 2;
|
|
}
|
|
|
|
void WidowPent(edict_t *self, gtime_t time)
|
|
{
|
|
self->monsterinfo.invincible_time = time;
|
|
}
|
|
|
|
void WidowPowerArmor(edict_t *self)
|
|
{
|
|
self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD;
|
|
// I don't like this, but it works
|
|
if (self->monsterinfo.power_armor_power <= 0)
|
|
self->monsterinfo.power_armor_power += 250 * skill->integer;
|
|
}
|
|
|
|
void WidowRespondPowerup(edict_t *self, edict_t *other)
|
|
{
|
|
if (other->s.effects & EF_QUAD)
|
|
{
|
|
if (skill->integer == 1)
|
|
WidowDouble(self, other->client->quad_time);
|
|
else if (skill->integer == 2)
|
|
WidowGoinQuad(self, other->client->quad_time);
|
|
else if (skill->integer == 3)
|
|
{
|
|
WidowGoinQuad(self, other->client->quad_time);
|
|
WidowPowerArmor(self);
|
|
}
|
|
}
|
|
else if (other->s.effects & EF_DOUBLE)
|
|
{
|
|
if (skill->integer == 2)
|
|
WidowDouble(self, other->client->double_time);
|
|
else if (skill->integer == 3)
|
|
{
|
|
WidowDouble(self, other->client->double_time);
|
|
WidowPowerArmor(self);
|
|
}
|
|
}
|
|
else
|
|
widow_damage_multiplier = 1;
|
|
|
|
if (other->s.effects & EF_PENT)
|
|
{
|
|
if (skill->integer == 1)
|
|
WidowPowerArmor(self);
|
|
else if (skill->integer == 2)
|
|
WidowPent(self, other->client->invincible_time);
|
|
else if (skill->integer == 3)
|
|
{
|
|
WidowPent(self, other->client->invincible_time);
|
|
WidowPowerArmor(self);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WidowPowerups(edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
|
|
if (!coop->integer)
|
|
{
|
|
WidowRespondPowerup(self, self->enemy);
|
|
}
|
|
else
|
|
{
|
|
// in coop, check for pents, then quads, then doubles
|
|
for (uint32_t player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_PENT)
|
|
{
|
|
WidowRespondPowerup(self, ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (uint32_t player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_QUAD)
|
|
{
|
|
WidowRespondPowerup(self, ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (uint32_t player = 1; player <= game.maxclients; player++)
|
|
{
|
|
ent = &g_edicts[player];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
if (ent->s.effects & EF_DOUBLE)
|
|
{
|
|
WidowRespondPowerup(self, ent);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool
|
|
{
|
|
if (!self->enemy)
|
|
return false;
|
|
|
|
WidowPowerups(self);
|
|
|
|
if (self->monsterinfo.active_move == &widow_move_run)
|
|
{
|
|
// if we're in run, make sure we're in a good frame for attacking before doing anything else
|
|
// frames 1,2,3,9,10,11,13 good to fire
|
|
switch (self->s.frame)
|
|
{
|
|
case FRAME_walk04:
|
|
case FRAME_walk05:
|
|
case FRAME_walk06:
|
|
case FRAME_walk07:
|
|
case FRAME_walk08:
|
|
case FRAME_walk12:
|
|
return false;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// give a LARGE bias to spawning things when we have room
|
|
// use AI_BLOCKED as a signal to attack to spawn
|
|
if ((frandom() < 0.8f) && (M_SlotsLeft(self) >= 2) && (realrange(self, self->enemy) > 150))
|
|
{
|
|
self->monsterinfo.aiflags |= AI_BLOCKED;
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
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
|
|
{
|
|
// if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag,
|
|
// and call attack to get a new attack sequence. make sure to turn it off when we're done.
|
|
//
|
|
// I'm using AI_TARGET_ANGER for this purpose
|
|
|
|
if (self->monsterinfo.active_move == &widow_move_run_attack)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_TARGET_ANGER;
|
|
if (self->monsterinfo.checkattack(self))
|
|
self->monsterinfo.attack(self);
|
|
else
|
|
self->monsterinfo.run(self);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void WidowCalcSlots(edict_t *self)
|
|
{
|
|
switch (skill->integer)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
self->monsterinfo.monster_slots = 3;
|
|
break;
|
|
case 2:
|
|
self->monsterinfo.monster_slots = 4;
|
|
break;
|
|
case 3:
|
|
self->monsterinfo.monster_slots = 6;
|
|
break;
|
|
default:
|
|
self->monsterinfo.monster_slots = 3;
|
|
break;
|
|
}
|
|
if (coop->integer)
|
|
{
|
|
self->monsterinfo.monster_slots = min(6, self->monsterinfo.monster_slots + (skill->integer * (CountPlayers() - 1)));
|
|
}
|
|
}
|
|
|
|
void WidowPrecache()
|
|
{
|
|
// cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
|
|
gi.soundindex("stalker/pain.wav");
|
|
gi.soundindex("stalker/death.wav");
|
|
gi.soundindex("stalker/sight.wav");
|
|
gi.soundindex("stalker/melee1.wav");
|
|
gi.soundindex("stalker/melee2.wav");
|
|
gi.soundindex("stalker/idle.wav");
|
|
|
|
gi.soundindex("tank/tnkatck3.wav");
|
|
gi.modelindex("models/objects/laser/tris.md2");
|
|
|
|
gi.modelindex("models/monsters/stalker/tris.md2");
|
|
gi.modelindex("models/items/spawngro3/tris.md2");
|
|
gi.modelindex("models/objects/gibs/sm_metal/tris.md2");
|
|
gi.modelindex("models/objects/gibs/gear/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow/gib1/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow/gib2/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow/gib3/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow/gib4/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow2/gib1/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow2/gib2/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow2/gib3/tris.md2");
|
|
gi.modelindex("models/monsters/blackwidow2/gib4/tris.md2");
|
|
gi.modelindex("models/monsters/legs/tris.md2");
|
|
gi.soundindex("misc/bwidowbeamout.wav");
|
|
|
|
gi.soundindex("misc/bigtele.wav");
|
|
gi.soundindex("widow/bwstep3.wav");
|
|
gi.soundindex("widow/bwstep2.wav");
|
|
gi.soundindex("widow/bwstep1.wav");
|
|
}
|
|
|
|
/*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_widow(edict_t *self)
|
|
{
|
|
if ( !M_AllowSpawn( self ) ) {
|
|
G_FreeEdict( self );
|
|
return;
|
|
}
|
|
|
|
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;
|
|
self->s.modelindex = gi.modelindex("models/monsters/blackwidow/tris.md2");
|
|
self->mins = { -40, -40, 0 };
|
|
self->maxs = { 40, 40, 144 };
|
|
|
|
self->health = (2000 + 1000 * skill->integer) * st.health_multiplier;
|
|
if (coop->integer)
|
|
self->health += 500 * skill->integer;
|
|
self->gib_health = -5000;
|
|
self->mass = 1500;
|
|
|
|
if (skill->integer == 3)
|
|
{
|
|
if (!st.was_key_specified("power_armor_type"))
|
|
self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD;
|
|
if (!st.was_key_specified("power_armor_power"))
|
|
self->monsterinfo.power_armor_power = 500;
|
|
}
|
|
|
|
self->yaw_speed = 30;
|
|
|
|
self->flags |= FL_IMMUNE_LASER;
|
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
|
|
|
self->pain = widow_pain;
|
|
self->die = widow_die;
|
|
|
|
self->monsterinfo.melee = widow_melee;
|
|
self->monsterinfo.stand = widow_stand;
|
|
self->monsterinfo.walk = widow_walk;
|
|
self->monsterinfo.run = widow_run;
|
|
self->monsterinfo.attack = widow_attack;
|
|
self->monsterinfo.search = widow_search;
|
|
self->monsterinfo.checkattack = Widow_CheckAttack;
|
|
self->monsterinfo.sight = widow_sight;
|
|
self->monsterinfo.setskin = widow_setskin;
|
|
self->monsterinfo.blocked = widow_blocked;
|
|
|
|
gi.linkentity(self);
|
|
|
|
M_SetAnimation(self, &widow_move_stand);
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
WidowPrecache();
|
|
WidowCalcSlots(self);
|
|
widow_damage_multiplier = 1;
|
|
|
|
walkmonster_start(self);
|
|
} |