Beispiel #1
0
/*
===============
NPC_Pain
===============
*/
void NPC_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc )
{
	team_t otherTeam = TEAM_FREE;
	int		voiceEvent = -1;

	if ( self->NPC == NULL )
		return;

	if ( other == NULL )
		return;

	//or just remove ->pain in player_die?
	if ( self->client->ps.pm_type == PM_DEAD )
		return;

	if ( other == self )
		return;

	other = G_CheckControlledTurretEnemy(self, other, qfalse);
	if (!other)
	{
		return;
	}

	//MCG: Ignore damage from your own team for now
	if ( other->client )
	{
		otherTeam = other->client->playerTeam;
	//	if ( otherTeam == TEAM_DISGUISE )
	//	{
	//		otherTeam = TEAM_PLAYER;
	//	}
	}

	if ( self->client->playerTeam
		&& other->client
		&& otherTeam == self->client->playerTeam
		&& (!player->client->ps.viewEntity || other->s.number != player->client->ps.viewEntity))
	{//hit by a teammate
		if ( other != self->enemy && self != other->enemy )
		{//we weren't already enemies
			if ( self->enemy || other->enemy
				|| (other->s.number&&other->s.number!=player->client->ps.viewEntity)
				/*|| (!other->s.number&&Q_irand( 0, 3 ))*/ )
			{//if one of us actually has an enemy already, it's okay, just an accident OR wasn't hit by player or someone controlled by player OR player hit ally and didn't get 25% chance of getting mad (FIXME:accumulate anger+base on diff?)
				//FIXME: player should have to do a certain amount of damage to ally or hit them several times to make them mad
				//Still run pain and flee scripts
				if ( self->client && self->NPC )
				{//Run any pain instructions
					if ( self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
					{

					}
					else// if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
					{
						G_ActivateBehavior(self, BSET_PAIN);
					}
				}
				if ( damage != -1 )
				{//-1 == don't play pain anim
					//Set our proper pain animation
					if ( Q_irand( 0, 1 ) )
					{
						NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
					}
					else
					{
						NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
					}
				}
				return;
			}
			else if ( self->NPC && !other->s.number )//should be assumed, but...
			{//dammit, stop that!
				if ( self->NPC->charmedTime > level.time )
				{//mindtricked
					return;
				}
				else if ( self->NPC->ffireCount < 3+((2-g_spskill->integer)*2) )
				{//not mad enough yet
					//Com_Printf( "chck: %d < %d\n", self->NPC->ffireCount, 3+((2-g_spskill->integer)*2) );
					if ( damage != -1 )
					{//-1 == don't play pain anim
						//Set our proper pain animation
						if ( Q_irand( 0, 1 ) )
						{
							NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
						}
						else
						{
							NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
						}
					}
					return;
				}
				else if ( G_ActivateBehavior( self, BSET_FFIRE ) )
				{//we have a specific script to run, so do that instead
					return;
				}
				else
				{//okay, we're going to turn on our ally, we need to set and lock our enemy and put ourselves in a bstate that lets us attack him (and clear any flags that would stop us)
					self->NPC->blockedSpeechDebounceTime = 0;
					voiceEvent = EV_FFTURN;
					self->NPC->behaviorState = self->NPC->tempBehavior = self->NPC->defaultBehavior = BS_DEFAULT;
					other->flags &= ~FL_NOTARGET;
					self->svFlags &= ~(SVF_IGNORE_ENEMIES|SVF_ICARUS_FREEZE|SVF_NO_COMBAT_SOUNDS);
					G_SetEnemy( self, other );
					self->svFlags |= SVF_LOCKEDENEMY;
					self->NPC->scriptFlags &= ~(SCF_DONT_FIRE|SCF_CROUCHED|SCF_WALKING|SCF_NO_COMBAT_TALK|SCF_FORCED_MARCH);
					self->NPC->scriptFlags |= (SCF_CHASE_ENEMIES|SCF_NO_MIND_TRICK);
					//NOTE: we also stop ICARUS altogether
					stop_icarus = qtrue;
					if ( !killPlayerTimer )
					{
						killPlayerTimer = level.time + 10000;
					}
				}
			}
		}
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	//Do extra bits
	if ( NPCInfo->ignorePain == qfalse )
	{
		NPCInfo->confusionTime = 0;//clear any charm or confusion, regardless
		if ( NPC->ghoul2.size() && NPC->headBolt != -1 )
		{
			G_StopEffect("force/confusion", NPC->playerModel, NPC->headBolt, NPC->s.number );
		}
		if ( damage != -1 )
		{//-1 == don't play pain anim
			//Set our proper pain animation
			NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, voiceEvent );
		}
		//Check to take a new enemy
		if ( NPC->enemy != other && NPC != other )
		{//not already mad at them
			//if it's an eweb or emplaced gun, get mad at the owner, not the gun
			NPC_CheckAttacker( other, mod );
		}
	}

	//Attempt to run any pain instructions
	if ( self->client && self->NPC )
	{
		//FIXME: This needs better heuristics perhaps
		if(self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
		{
		}
		else //if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
		{
			G_ActivateBehavior(self, BSET_PAIN);
		}
	}

	//Attempt to fire any paintargets we might have
	if( self->paintarget && self->paintarget[0] )
	{
		G_UseTargets2(self, other, self->paintarget);
	}

	if (self->client && self->client->NPC_class==CLASS_BOBAFETT)
	{
		Boba_Pain( self, inflictor, damage, mod);
	}


	RestoreNPCGlobals();
}
/*
===============
NPC_Pain
===============
*/
void NPC_Pain( gentity_t *self, gentity_t *other, int damage ) 
{
	team_t otherTeam = TEAM_FREE;

	if ( self->NPC == NULL ) 
		return;

	if ( other == NULL ) 
		return;

	//or just remove ->pain in player_die?
	if ( self->client->ps.pm_type == PM_DEAD )
		return;

	if ( other == self ) 
		return;

	//MCG: Ignore damage from your own team for now
	if ( other->client )
	{
		otherTeam = other->client->playerTeam;
		if ( otherTeam == TEAM_DISGUISE )
		{
			otherTeam = TEAM_STARFLEET;
		}
	}

	if ( other != self->enemy && self->client->playerTeam && other->client && otherTeam == self->client->playerTeam ) 
	{//Still run pain and flee scripts
		if ( self->client && self->NPC )
		{//Run any pain instructions
			if ( self->health <= (self->max_health/3) && ( VALIDSTRING( self->behaviorSet[BSET_FLEE] ) ) )
			{
				G_ActivateBehavior(self, BSET_FLEE);
			}
			else if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
			{
				G_ActivateBehavior(self, BSET_PAIN);
			}
		}
		return;
	}

	//Hirogen boss with shield
	if ( ( self->client->playerTeam == TEAM_HIROGEN ) ) 
	{
		if ( ( Q_stricmp( self->NPC_type, "hirogenalpha" ) == 0 ) && ( self->s.powerups & ( 1 << PW_HIROGEN_SHIELD ) ) )
			return;
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	//Do extra bits
	if ( NPCInfo->ignorePain == qfalse )
	{
		//Check to take a new enemy
		NPC_CheckAttacker( other );

		if ( damage != -1 )
		{//don't play pain anim
			//Set our proper pain animation
			NPC_ChoosePainAnimation( self, damage );
		}
	}

	//Attempt to run any pain instructions
	if(self->client && self->NPC)
	{
		//FIXME: This needs better heuristics perhaps
		if(self->health <= (self->max_health/3) && ( VALIDSTRING( self->behaviorSet[BSET_FLEE] ) ) )
		{
			G_ActivateBehavior(self, BSET_FLEE);
		}
		else if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
		{
			G_ActivateBehavior(self, BSET_PAIN);
		}
	}

	//Attempt to fire any paintargets we might have
	if( self->paintarget && self->paintarget[0] )
	{
		G_UseTargets2(self, other, self->paintarget);
	}

	RestoreNPCGlobals();
}