Example #1
0
// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void AICast_trigger_trigger(gentity_t *ent, gentity_t *activator)
{
	if(ent->nextthink)
	{
		return;     // can't retrigger until the wait is over
	}

	ent->activator = AICast_FindEntityForName(ent->aiName);

	if(ent->activator)      // they might be dead
	{
		// trigger the script event
		AICast_ScriptEvent(AICast_GetCastState(ent->activator->s.number), "trigger", ent->target);
	}

	if(ent->wait > 0)
	{
		ent->think = AICast_trigger_wait;
		ent->nextthink = level.time + (ent->wait + ent->random * crandom()) * 1000;
	}
	else
	{
		// we can't just remove (self) here, because this is a touch function
		// called while looping through area links...
		ent->touch = 0;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	}
}
Example #2
0
/*
================
AICast_ForceScriptEvent

  Definately run this event now, overriding any paised state
================
*/
void AICast_ForceScriptEvent( struct cast_state_s *cs, char *eventStr, char *params ) {
	int oldPauseTime;

	oldPauseTime = cs->scriptPauseTime;
	cs->scriptPauseTime = 0;

	AICast_ScriptEvent( cs, eventStr, params );

	cs->scriptPauseTime = oldPauseTime;
}
Example #3
0
/*
============
AIChar_AIScript_AlertEntity

  triggered spawning, called from AI scripting
============
*/
void AIChar_AIScript_AlertEntity( gentity_t *ent ) {
    vec3_t mins, maxs;
    int numTouch, touch[10], i;
    cast_state_t    *cs;

    if ( !ent->aiInactive ) {
        return;
    }

    cs = AICast_GetCastState( ent->s.number );

    // if the current bounding box is invalid, then wait
    VectorAdd( ent->r.currentOrigin, ent->r.mins, mins );
    VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs );
    trap_UnlinkEntity( ent );

    numTouch = trap_EntitiesInBox( mins, maxs, touch, 10 );

    // check that another client isn't inside us
    if ( numTouch ) {
        for ( i = 0; i < numTouch; i++ ) {
            // RF, note we should only check against clients since zombies need to spawn inside func_explosive (so they dont clip into view after it explodes)
            if ( g_entities[touch[i]].client && g_entities[touch[i]].r.contents == CONTENTS_BODY ) {
                //if (g_entities[touch[i]].r.contents & MASK_PLAYERSOLID)
                break;
            }
        }
        if ( i == numTouch ) {
            numTouch = 0;
        }
    }

    if ( numTouch ) {
        // invalid location
        cs->aiFlags |= AIFL_WAITINGTOSPAWN;
        return;
    }

    // RF, has to disable this so I could test some maps which have erroneously placed alertentity calls
    //ent->AIScript_AlertEntity = NULL;
    cs->aiFlags &= ~AIFL_WAITINGTOSPAWN;
    ent->aiInactive = qfalse;
    trap_LinkEntity( ent );

    // trigger a spawn script event
    AICast_ScriptEvent( AICast_GetCastState( ent->s.number ), "spawn", "" );
    // make it think so we update animations/angles
    AICast_Think( ent->s.number, (float)FRAMETIME / 1000 );
    cs->lastThink = level.time;
    AICast_UpdateInput( cs, FRAMETIME );
    trap_BotUserCommand( cs->bs->client, &( cs->lastucmd ) );
}
Example #4
0
/*
============
AICast_Sight
============
*/
void AICast_Sight( gentity_t *ent, gentity_t *other, int lastSight ) {
	cast_state_t    *cs, *ocs;

	cs = AICast_GetCastState( ent->s.number );
	ocs = AICast_GetCastState( other->s.number );

	//
	// call the sightfunc for this cast, so we can play associated sounds, or do any character-specific things
	//
	if ( cs->sightfunc ) {
		// factor in the reaction time
		if ( AICast_EntityVisible( cs, other->s.number, qfalse ) ) {
			cs->sightfunc( ent, other, lastSight );
		}
	}

	if ( other->aiName && other->health <= 0 ) {

		// they died since we last saw them
		if ( ocs->deathTime > lastSight ) {
			if ( !AICast_SameTeam( cs, other->s.number ) ) {
				AICast_ScriptEvent( cs, "enemysightcorpse", other->aiName );
			} else if ( !( cs->castScriptStatus.scriptFlags & SFL_FRIENDLYSIGHTCORPSE_TRIGGERED ) ) {
				cs->castScriptStatus.scriptFlags |= SFL_FRIENDLYSIGHTCORPSE_TRIGGERED;
				AICast_ScriptEvent( cs, "friendlysightcorpse", "" );
			}
		}

		// if this is the first time, call the sight script event
	} else if ( !lastSight && other->aiName ) {
		if ( !AICast_SameTeam( cs, other->s.number ) ) {
			// disabled.. triggered when entering combat mode
			//AICast_ScriptEvent( cs, "enemysight", other->aiName );
		} else {
			AICast_ScriptEvent( cs, "sight", other->aiName );
		}
	}
}
Example #5
0
/*
============
AICast_Pain
============
*/
void AICast_Pain( gentity_t *targ, gentity_t *attacker, int damage, vec3_t point ) {
	cast_state_t    *cs;

	cs = AICast_GetCastState( targ->s.number );

	// print debugging message
	if ( aicast_debug.integer == 2 && attacker->s.number == 0 ) {
		G_Printf( "hit %s %i\n", targ->aiName, targ->health );
	}

	// if we are below alert mode, then go there immediately
	if ( cs->aiState < AISTATE_ALERT ) {
		AICast_StateChange( cs, AISTATE_ALERT );
	}

	if ( cs->aiFlags & AIFL_NOPAIN ) {
		return;
	}

	// process the event (turn to face the attacking direction? go into hide/retreat state?)
	// need to weigh up the situation, but foremost, an inactive AI cast should always react in some way to being hurt
	cs->lastPain = level.time;

	// record the sighting (FIXME: silent weapons shouldn't do this, but the AI should react in some way)
	if ( attacker->client ) {
		AICast_UpdateVisibility( targ, attacker, qtrue, qtrue );
	}

	// if either of us are neutral, then we are now enemies
	if ( targ->aiTeam == AITEAM_NEUTRAL || attacker->aiTeam == AITEAM_NEUTRAL ) {
		cs->vislist[attacker->s.number].flags |= AIVIS_ENEMY;
	}

	AICast_ScriptEvent( cs, "pain", va( "%d %d", targ->health, targ->health + damage ) );

	if ( cs->aiFlags & AIFL_DENYACTION ) {
		// dont play any sounds
		return;
	}

	//
	// call the painfunc for this cast, so we can play associated sounds, or do any character-specific things
	//
	if ( cs->painfunc ) {
		cs->painfunc( targ, attacker, damage, point );
	}
}
Example #6
0
/*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8)
must have an aiName
must have a target

when used it will fire its targets 
*/
void target_script_trigger_use (gentity_t *ent, gentity_t *other, gentity_t *activator )
{
	gentity_t	*player;

	if (ent->aiName) {
		player = AICast_FindEntityForName("player");
		if (player)
			AICast_ScriptEvent( AICast_GetCastState(player->s.number), "trigger", ent->target );
	}

	// DHM - Nerve :: In multiplayer, we use the brush scripting only
	if ( g_gametype.integer >= GT_WOLF && ent->scriptName ) {
		G_Script_ScriptEvent( ent, "trigger", ent->target );
	}

	G_UseTargets ( ent, other);	

}
Example #7
0
/*
=================
G_ScriptAction_Trigger

  syntax: trigger <aiName/scriptName> <trigger>

  Calls the specified trigger for the given ai character or script entity
=================
*/
qboolean G_ScriptAction_Trigger( gentity_t *ent, const char* params ) {
	gentity_t *trent;
    const char* pString;
    char* token;
    char name[MAX_QPATH];
    char trigger[MAX_QPATH];
	int oldId;

	// get the cast name
	pString = params;
	token = COM_ParseExt( &pString, qfalse );
	Q_strncpyz( name, token, sizeof( name ) );
	if ( !name[0] ) {
		G_Error( "G_Scripting: trigger must have a name and an identifier\n" );
	}

	token = COM_ParseExt( &pString, qfalse );
	Q_strncpyz( trigger, token, sizeof( trigger ) );
	if ( !trigger[0] ) {
		G_Error( "G_Scripting: trigger must have a name and an identifier\n" );
	}

	trent = AICast_FindEntityForName( name );
	if ( trent ) { // we are triggering an AI
				  //oldId = trent->scriptStatus.scriptId;
		AICast_ScriptEvent( AICast_GetCastState( trent->s.number ), "trigger", trigger );
		return qtrue;
	}

	// look for an entity
	trent = G_Find( &g_entities[MAX_CLIENTS], FOFS( scriptName ), name );
	if ( trent ) {
		oldId = trent->scriptStatus.scriptId;
		G_Script_ScriptEvent( trent, "trigger", trigger );
		// if the script changed, return false so we don't muck with it's variables
		return ( ( trent != ent ) || ( oldId == trent->scriptStatus.scriptId ) );
	}

	G_Error( "G_Scripting: trigger has unknown name: %s\n", name );
	return qfalse;  // shutup the compiler
}
Example #8
0
/*
============
AICast_Blocked
============
*/
void AICast_Blocked( cast_state_t *cs, bot_moveresult_t *moveresult, int activate, bot_goal_t *goal ) {
	vec3_t pos, dir;
	aicast_predictmove_t move;
	usercmd_t ucmd;
	bot_input_t bi;
	cast_state_t *ocs;
	int i, blockEnt = -1;
	bot_goal_t ogoal;

	if ( cs->blockedAvoidTime < level.time ) {
		if ( cs->blockedAvoidTime < level.time - 300 ) {
			if ( VectorCompare( cs->bs->cur_ps.velocity, vec3_origin ) && !cs->bs->lastucmd.forwardmove && !cs->bs->lastucmd.rightmove ) {
				// not moving, don't bother checking
				cs->blockedAvoidTime = level.time - 1;
				return;
			}
			// are we going to hit someone soon?
			trap_EA_GetInput( cs->entityNum, (float) level.time / 1000, &bi );
			AICast_InputToUserCommand( cs, &bi, &ucmd, cs->bs->cur_ps.delta_angles );
			AICast_PredictMovement( cs, 1, 0.6, &move, &ucmd, ( goal && goal->entitynum > -1 ) ? goal->entitynum : cs->entityNum );

			// blocked if we hit a client (or non-stationary mover) other than our enemy or goal
			if ( move.stopevent != PREDICTSTOP_HITCLIENT ) {
				// not blocked
				cs->blockedAvoidTime = level.time - 1;
				return;
			}

			// if we stopped passed our goal, ignore it
			if ( goal ) {
				if ( VectorDistance( cs->bs->origin, goal->origin ) < VectorDistance( cs->bs->origin, move.endpos ) ) {
					vec3_t v1, v2;
					VectorSubtract( goal->origin, cs->bs->origin, v1 );
					VectorSubtract( goal->origin, move.endpos, v2 );
					VectorNormalize( v1 );
					VectorNormalize( v2 );
					if ( DotProduct( v1, v2 ) < 0 ) {
						// we went passed the goal, so assume we can reach it
						cs->blockedAvoidTime = level.time - 1;
						return;
					}
				}
			}

			// try and get them to move, in case we can't get around them
			blockEnt = -1;
			for ( i = 0; i < move.numtouch; i++ ) {
				if ( move.touchents[i] >= MAX_CLIENTS ) {
					if ( !Q_stricmp( g_entities[move.touchents[i]].classname, "script_mover" ) ) {
						// avoid script_mover's
						blockEnt = move.touchents[i];
					}
					// if we are close to the impact point, then avoid this entity
					else if ( VectorDistance( cs->bs->origin, move.endpos ) < 10 ) {
						//G_Printf("AI (%s) avoiding %s\n", g_entities[cs->entityNum].aiName, g_entities[move.touchents[i]].classname );
						blockEnt = move.touchents[i];
					}
					continue;
				}
				//
				ocs = AICast_GetCastState( move.touchents[i] );
				if ( !ocs->bs ) {
					blockEnt = move.touchents[i];
				}
				// reject this blocker if we are following or going to them
				else if ( cs->followEntity != ocs->entityNum ) {
					// if they are moving away from us already, let them go
					if ( VectorLength( ocs->bs->cur_ps.velocity ) > 10 ) {
						vec3_t v1, v2;

						VectorSubtract( ocs->bs->origin, cs->bs->origin, v2 );
						VectorNormalize( v2 );
						VectorNormalize2( ocs->bs->cur_ps.velocity, v1 );

						if ( DotProduct( v1, v2 ) > 0.0 ) {
							continue;
						}
					}
					//
					// if they recently were asked to avoid us, then they're probably not listening
					if ( ocs->obstructingTime > level.time - 500 ) {
						blockEnt = move.touchents[i];
					}
					//
					// if they are not avoiding, ignore
					if ( !( ocs->aiFlags & AIFL_NOAVOID ) ) {
						continue;
					}
					//
					// they should avoid us
					if ( ocs->leaderNum >= 0 ) {
						ogoal.entitynum = ocs->leaderNum;
						VectorCopy( g_entities[ocs->leaderNum].r.currentOrigin, ogoal.origin );
						if ( AICast_GetAvoid( ocs, &ogoal, ocs->obstructingPos, qfalse, cs->entityNum ) ) {
							// give them time to move somewhere else
							ocs->obstructingTime = level.time + 1000;
						} else {
							// make sure they don't call GetAvoid() for another few frames to let others avoid also
							ocs->obstructingTime = level.time - 1;
							blockEnt = move.touchents[i];
						}
					} else {
						if ( AICast_GetAvoid( ocs, NULL, ocs->obstructingPos, qfalse, cs->entityNum ) ) {
							// give them time to move somewhere else
							ocs->obstructingTime = level.time + 1000;
						} else {
							// make sure they don't call GetAvoid() for another few frames to let others avoid also
							ocs->obstructingTime = level.time - 1;
							blockEnt = move.touchents[i];
						}
					}
				}
			}

		} else {
			return;
		}

		if ( blockEnt < 0 ) {
			// nothing found to be worth avoding
			cs->blockedAvoidTime = level.time - 1;
			return;
		}

		// something is blocking our path
		if ( g_entities[blockEnt].aiName && g_entities[blockEnt].client ) {
			int oldId = cs->castScriptStatus.scriptId;
			AICast_ScriptEvent( cs, "blocked", g_entities[blockEnt].aiName );
			if ( oldId != cs->castScriptStatus.scriptId ) {
				// the script has changed, so assume the scripting is handling the avoidance
				return;
			}
		}

		// avoid geometry and props, but assume clients will get out the way
		if ( /*blockEnt > MAX_CLIENTS &&*/ AICast_GetAvoid( cs, goal, pos, qfalse, blockEnt ) ) {
			VectorSubtract( pos, cs->bs->cur_ps.origin, dir );
			VectorNormalize( dir );
			cs->blockedAvoidYaw = vectoyaw( dir );
			if ( blockEnt >= MAX_CLIENTS ) {
				cs->blockedAvoidTime = level.time + 100 + rand() % 200;
			} else {
				cs->blockedAvoidTime = level.time + 300 + rand() % 400;
			}
		} else {
			cs->blockedAvoidTime = level.time - 1;    // don't look again for another few frames
			return;
		}
	}

	VectorClear( pos );
	pos[YAW] = cs->blockedAvoidYaw;
	AngleVectors( pos, dir, NULL, NULL );

	if ( moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE ) {
		trap_EA_Jump( cs->bs->entitynum );
	}

	trap_EA_Move( cs->bs->entitynum, dir, 200 ); //400);

	vectoangles( dir, cs->bs->ideal_viewangles );
	cs->bs->ideal_viewangles[2] *= 0.5;
}
Example #9
0
const char *AIFunc_Heinrich_Earthquake( cast_state_t *cs ) {
	gentity_t   *ent = &g_entities[cs->entityNum];
	gentity_t   *enemy;
	cast_state_t *ecs;
	vec3_t enemyVec;
	float enemyDist, scale;
	trace_t *tr;

	cs->aiFlags |= AIFL_SPECIAL_FUNC;

	if ( cs->enemyNum < 0 ) {
		if ( !ent->client->ps.torsoTimer ) {
			return AIFunc_DefaultStart( cs );
		}
		return NULL;
	}

	enemy = &g_entities[cs->enemyNum];
	ecs = AICast_GetCastState( cs->enemyNum );

	VectorMA( enemy->r.currentOrigin, HEINRICH_STOMP_DELAY, enemy->client->ps.velocity, enemyVec );
	enemyDist = VectorDistance( ent->r.currentOrigin, enemyVec );

	if ( ent->client->ps.torsoTimer < 500 ) {
		int rnd;
		aicast_predictmove_t move;
		vec3_t vec;

		AICast_PredictMovement( ecs, 2, 0.5, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 );
		VectorSubtract( move.endpos, cs->bs->origin, vec );
		vec[2] = 0;
		enemyDist = VectorLength( vec );
		enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
		enemyDist -= ent->r.maxs[0];
		//
		if ( enemyDist < 140 ) {
			// combo attack
			rnd = rand() % 3;
			switch ( rnd ) {
			case 0:
				return AIFunc_Heinrich_SwordSideSlashStart( cs );
			case 1:
				return AIFunc_Heinrich_SwordKnockbackStart( cs );
			case 2:
				return AIFunc_Heinrich_SwordLungeStart( cs );
			}
		} else {    // back to roaming
			ent->client->ps.legsTimer = 0;
			ent->client->ps.torsoTimer = 0;
			cs->castScriptStatus.scriptNoMoveTime = 0;
			AICast_Heinrich_Taunt( cs );
			return AIFunc_DefaultStart( cs );
		}
	}

	// time for the thump?
	if ( !( cs->aiFlags & AIFL_MISCFLAG1 ) ) {
		// face them
		AICast_AimAtEnemy( cs );
		// ready for damage?
		if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) {
			cs->aiFlags |= AIFL_MISCFLAG1;
			// play the stomp sound
			G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[ORDERSDENYSOUNDSCRIPT] ) );
			// check for striking the player
			tr = CheckMeleeAttack( ent, 70, qfalse );
			// do melee damage
			if ( tr && ( tr->entityNum == cs->enemyNum ) ) {
				G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, HEINRICH_STOMP_DAMAGE, 0, MOD_GAUNTLET );
			}
			// call the debris trigger
			AICast_ScriptEvent( cs, "trigger", "quake" );
		}
	}

	enemyDist = Distance( enemy->s.pos.trBase, ent->s.pos.trBase );

	// do the earthquake effects
	if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) {
		// throw the player into the air, if they are on the ground
		if ( ( enemy->s.groundEntityNum != ENTITYNUM_NONE ) && enemyDist < HEINRICH_STOMP_RANGE ) {
			scale = 0.5 + 0.5 * ( (float)ent->client->ps.torsoTimer / 1000.0 );
			if ( scale > 1.0 ) {
				scale = 1.0;
			}
			VectorSubtract( ent->s.pos.trBase, enemy->s.pos.trBase, enemyVec );
			VectorScale( enemyVec, 2.0 * ( 0.6 + 0.5 * random() ) * scale * ( 0.6 + 0.6 * ( 1.0 - ( enemyDist / HEINRICH_STOMP_RANGE ) ) ), enemyVec );
			enemyVec[2] = scale * HEINRICH_STOMP_VELOCITY_Z * ( 1.0 - 0.5 * ( enemyDist / HEINRICH_STOMP_RANGE ) );
			// bounce the player using this velocity
			VectorAdd( enemy->client->ps.velocity, enemyVec, enemy->client->ps.velocity );
		}
	}

	return NULL;
}
Example #10
0
/*
============
AICast_ProcessActivate
============
*/
void AICast_ProcessActivate( int entNum, int activatorNum ) {
	cast_state_t *cs;
	gentity_t *newent, *ent, *activator;
	gclient_t *client;

	cs = AICast_GetCastState( entNum );
	client = &level.clients[entNum];
	ent = &g_entities[entNum];
	activator = &g_entities[activatorNum];

	if ( !AICast_SameTeam( cs, activatorNum ) ) {

		if ( ent->aiTeam == AITEAM_NEUTRAL ) {
			AICast_ScriptEvent( cs, "activate", g_entities[activatorNum].aiName );
		}

		return;
	}

	// try running the activate event, if it denies us the request, then abort
	cs->aiFlags &= ~AIFL_DENYACTION;
	AICast_ScriptEvent( cs, "activate", g_entities[activatorNum].aiName );
	if ( cs->aiFlags & AIFL_DENYACTION ) {
		return;
	}

	// if we are doing something else
	if ( cs->castScriptStatus.castScriptEventIndex >= 0 ) {
		if ( ent->eventTime != level.time ) {
			G_AddEvent( &g_entities[entNum], EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].ordersDenySoundScript ) );
		}
		return;
	}

	// if we are already following them, stop following
	if ( cs->leaderNum == activatorNum ) {
		if ( ent->eventTime != level.time ) {
			G_AddEvent( &g_entities[entNum], EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].staySoundScript ) );
		}

		cs->leaderNum = -1;

		// create a goal at this position
		newent = G_Spawn();
		newent->classname = "AI_wait_goal";
		newent->r.ownerNum = entNum;
		G_SetOrigin( newent, cs->bs->origin );
		AIFunc_ChaseGoalStart( cs, newent->s.number, 128, qtrue );

		//AIFunc_IdleStart( cs );
	} else {    // start following
		int count, i;
		cast_state_t *tcs;

		// if they already have enough followers, deny
		for ( count = 0, i = 0, tcs = caststates; i < level.maxclients; i++, tcs++ ) {
			if ( tcs->bs && tcs != cs && tcs->entityNum != activatorNum && g_entities[tcs->entityNum].health > 0 && tcs->leaderNum == activatorNum ) {
				count++;
			}
		}
		if ( count >= 3 ) {
			if ( ent->eventTime != level.time ) {
				G_AddEvent( &g_entities[entNum], EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].ordersDenySoundScript ) );
			}
			return;
		}

		if ( ent->eventTime != level.time ) {
			G_AddEvent( &g_entities[entNum], EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].followSoundScript ) );
		}

		// if they have a wait goal, free it
		if ( cs->followEntity >= MAX_CLIENTS && g_entities[cs->followEntity].classname && !strcmp( g_entities[cs->followEntity].classname, "AI_wait_goal" ) ) {
			G_FreeEntity( &g_entities[cs->followEntity] );
		}

		cs->followEntity = -1;
		cs->leaderNum = activatorNum;
	}
}
Example #11
0
/*
============
AICast_Die
============
*/
void AICast_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	int contents;
	int killer;
	cast_state_t    *cs;
	qboolean nogib = qtrue;

	// print debugging message
	if ( aicast_debug.integer == 2 && attacker->s.number == 0 ) {
		G_Printf( "killed %s\n", self->aiName );
	}

	cs = AICast_GetCastState( self->s.number );

	if ( attacker ) {
		killer = attacker->s.number;
	} else {
		killer = ENTITYNUM_WORLD;
	}

	// record the sighting (FIXME: silent weapons shouldn't do this, but the AI should react in some way)
	if ( attacker->client ) {
		AICast_UpdateVisibility( self, attacker, qtrue, qtrue );
	}

	// the zombie should show special effect instead of gibbing
	if ( self->aiCharacter == AICHAR_ZOMBIE && cs->secondDeadTime ) {
		if ( cs->secondDeadTime > 1 ) {
			// we are already totally dead
			self->health += damage; // don't drop below gib_health if we weren't already below it
			return;
		}
/*
		if (!cs->rebirthTime)
		{
			self->health = -999;
			damage = 999;
		} else if ( self->health >= GIB_HEALTH ) {
			// while waiting for rebirth, we only "die" if we drop below gib health
			return;
		}
*/
		// always gib
		self->health = -999;
		damage = 999;
	}

	// Zombies are very fragile against highly explosives
	if ( self->aiCharacter == AICHAR_ZOMBIE && damage > 20 && inflictor != attacker ) {
		self->health = -999;
		damage = 999;
	}

	// process the event
	if ( self->client->ps.pm_type == PM_DEAD ) {
		// already dead
		if ( self->health < GIB_HEALTH ) {
			if ( self->aiCharacter == AICHAR_ZOMBIE ) {
				// RF, changed this so Zombies always gib now
				GibEntity( self, killer );
				nogib = qfalse;
/*
				// Zombie has special exploding cloud effect
				if (attacker != inflictor || attacker->s.weapon == WP_VENOM)
				{
					GibEntity( self, killer );
					nogib = qfalse;
				} else {
					// Zombie will decompose upon dying
					self->client->ps.eFlags |= EF_MONSTER_EFFECT2;
					self->s.effect2Time = level.time+200;
					self->health = -1;
				}
*/
				self->takedamage = qfalse;
				self->r.contents = 0;
				cs->secondDeadTime = 2;
				cs->rebirthTime = 0;
				cs->revivingTime = 0;
			} else {
				body_die( self, inflictor, attacker, damage, meansOfDeath );
				return;
			}
		}

	} else {    // this is our first death, so set everything up

		if ( level.intermissiontime ) {
			return;
		}

		self->client->ps.pm_type = PM_DEAD;

		self->enemy = attacker;

		// drop a weapon?
		// if client is in a nodrop area, don't drop anything
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}

		// make sure the client doesn't forget about this entity until it's set to "dead" frame
		// otherwise it might replay it's death animation if it goes out and into client view
		self->r.svFlags |= SVF_BROADCAST;

		self->takedamage = qtrue;   // can still be gibbed

		self->s.weapon = WP_NONE;
		self->s.powerups = 0;
		self->r.contents = CONTENTS_CORPSE;

		self->s.angles[0] = 0;
		self->s.angles[1] = self->client->ps.viewangles[1];
		self->s.angles[2] = 0;

		VectorCopy( self->s.angles, self->client->ps.viewangles );

		self->s.loopSound = 0;

		self->r.maxs[2] = -8;
		self->client->ps.maxs[2] = self->r.maxs[2];

		// remove powerups
		memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

		//cs->rebirthTime = 0;

		// never gib in a nodrop
		if ( self->health <= GIB_HEALTH ) {
			if ( self->aiCharacter == AICHAR_ZOMBIE ) {
				// RF, changed this so Zombies always gib now
				GibEntity( self, killer );
				nogib = qfalse;
/*
				// Zombie has special exploding cloud effect
				if (attacker != inflictor || attacker->s.weapon == WP_VENOM)
				{
					GibEntity( self, killer );
					nogib = qfalse;
					self->takedamage = qfalse;
					self->r.contents = 0;
					cs->secondDeadTime = 2;
				} else {
					self->client->ps.eFlags |= EF_MONSTER_EFFECT2;
					self->s.effect2Time = level.time+200;
					self->takedamage = qfalse;
					self->r.contents = 0;
					self->health = -1;
					cs->secondDeadTime = 2;
				}
*/
			} else if ( !( contents & CONTENTS_NODROP ) ) {
				body_die( self, inflictor, attacker, damage, meansOfDeath );
				//GibEntity( self, killer );
				nogib = qfalse;
			}
		}

		// if we are a zombie, and lying down during our first death, then we should just die
		if ( !( self->aiCharacter == AICHAR_ZOMBIE && cs->secondDeadTime && cs->rebirthTime ) ) {

			// set enemy weapon
			BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, 0, qfalse );
			if ( attacker->client ) {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, inflictor->s.weapon, qtrue );
			} else {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, 0, qfalse );
			}

			// set enemy location
			BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, 0, qfalse );
			if ( infront( self, inflictor ) ) {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, POSITION_INFRONT, qtrue );
			} else {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, POSITION_BEHIND, qtrue );
			}

			// play the animation
			BG_AnimScriptEvent( &self->client->ps, ANIM_ET_DEATH, qfalse, qtrue );

			// set this flag so no other anims override us
			self->client->ps.eFlags |= EF_DEAD;
			self->s.eFlags |= EF_DEAD;

		}
	}

	if ( nogib ) {
		// set for rebirth
		if ( self->aiCharacter == AICHAR_ZOMBIE ) {
			if ( !cs->secondDeadTime ) {
				cs->rebirthTime = level.time + 5000 + rand() % 2000;
				cs->secondDeadTime = qtrue;
				cs->revivingTime = 0;
			} else if ( cs->secondDeadTime > 1 ) {
				cs->rebirthTime = 0;
				cs->revivingTime = 0;
				cs->deathTime = level.time;
			}
		} else {
			// the body can still be gibbed
			self->die = body_die;
		}
	}

	trap_LinkEntity( self );

	// mark the time of death
	cs->deathTime = level.time;

	// dying ai's can trigger a target
	if ( !cs->rebirthTime ) {
		G_UseTargets( self, self );
		// really dead now, so call the script
		AICast_ScriptEvent( cs, "death", "" );
		// call the deathfunc for this cast, so we can play associated sounds, or do any character-specific things
		if ( !( cs->aiFlags & AIFL_DENYACTION ) && cs->deathfunc ) {
			cs->deathfunc( self, attacker, damage, meansOfDeath );   //----(SA)	added mod
		}
	} else {
		// really dead now, so call the script
		AICast_ScriptEvent( cs, "fakedeath", "" );
		// call the deathfunc for this cast, so we can play associated sounds, or do any character-specific things
		if ( !( cs->aiFlags & AIFL_DENYACTION ) && cs->deathfunc ) {
			cs->deathfunc( self, attacker, damage, meansOfDeath );   //----(SA)	added mod
		}
	}
}
Example #12
0
/*
==============
AICast_UpdateVisibility
==============
*/
void AICast_UpdateVisibility( gentity_t *srcent, gentity_t *destent, qboolean shareVis, qboolean directview ) {
	cast_visibility_t   *vis, *ovis, *svis, oldvis;
	cast_state_t        *cs, *ocs;
	qboolean shareRange;
	int cnt, i;

	if ( destent->flags & FL_NOTARGET ) {
		return;
	}

	cs = AICast_GetCastState( srcent->s.number );
	ocs = AICast_GetCastState( destent->s.number );

	if ( cs->castScriptStatus.scriptNoSightTime >= level.time ) {
		return;     // absolutely no sight (or hear) information allowed

	}
	shareRange = ( VectorDistance( srcent->client->ps.origin, destent->client->ps.origin ) < AIVIS_SHARE_RANGE );

	vis = &cs->vislist[destent->s.number];

	vis->chase_marker_count = 0;

	if ( aicast_debug.integer == 1 ) {
		if ( !vis->visible_timestamp || vis->visible_timestamp < level.time - 5000 ) {
			if ( directview ) {
				G_Printf( "SIGHT (direct): %s sees %s\n", srcent->aiName, destent->aiName );
			} else {
				G_Printf( "SIGHT (non-direct/audible): %s sees %s\n", srcent->aiName, destent->aiName );
			}
		}
	}

	// trigger the sight event
	AICast_Sight( srcent, destent, vis->visible_timestamp );

	// update the values
	vis->lastcheck_timestamp = level.time;
	vis->visible_timestamp = level.time;
	VectorCopy( destent->client->ps.origin, vis->visible_pos );
	VectorCopy( destent->client->ps.velocity, vis->visible_vel );
	vis->lastcheck_health = destent->health - 1;

	// we may need to process this visibility at some point, even after they become not visible again
	vis->flags |= AIVIS_PROCESS_SIGHTING;

	if ( directview ) {
		vis->real_visible_timestamp = level.time;
		VectorCopy( destent->client->ps.origin, vis->real_visible_pos );
		vis->real_update_timestamp = level.time;
	}

	// if we are on fire, then run away from anything we see
	if ( cs->attributes[AGGRESSION] < 1.0 && srcent->s.onFireEnd > level.time && ( !destent->s.number || cs->dangerEntityValidTime < level.time + 2000 ) && !( cs->aiFlags & AIFL_NO_FLAME_DAMAGE ) ) {
		cs->dangerEntity = destent->s.number;
		VectorCopy( destent->r.currentOrigin, cs->dangerEntityPos );
		cs->dangerEntityValidTime = level.time + 5000;
		cs->dangerDist = 99999;
		cs->dangerEntityTimestamp = level.time;
	}

	// Look for reasons to make this character an enemy of ours

	// if they are an enemy and inside the detection radius, go hostile
	if ( !( vis->flags & AIVIS_ENEMY ) && !AICast_SameTeam( cs, destent->s.number ) ) {
		float idr;

		idr = cs->attributes[INNER_DETECTION_RADIUS];
		if ( cs->aiFlags & AIFL_ZOOMING ) {
			idr *= 10;
		}
		if ( !( vis->flags & AIVIS_ENEMY ) && VectorDistance( vis->visible_pos, g_entities[cs->entityNum].r.currentOrigin ) < idr ) {
			// RF, moved them over to AICast_ScanForEnemies()
			//AICast_ScriptEvent( cs, "enemysight", destent->aiName );
			vis->flags |= AIVIS_ENEMY;
		}
		// if we are in (or above) ALERT mode, then we now know this is an enemy
		else if ( cs->aiState >= AISTATE_ALERT ) {
			// RF, moved them over to AICast_ScanForEnemies()
			//AICast_ScriptEvent( cs, "enemysight", destent->aiName );
			vis->flags |= AIVIS_ENEMY;
		}
	}

	// if they are friendly, then we should help them out if they are in trouble
	if ( AICast_SameTeam( cs, destent->s.number ) && ( srcent->aiTeam == AITEAM_ALLIES || srcent->aiTeam == AITEAM_NAZI ) ) {
		// if they are dead, we should check them out
		if ( destent->health <= 0 ) {
			// if we haven't already checked them out
			if ( !( vis->flags & AIVIS_INSPECTED ) ) {
				vis->flags |= AIVIS_INSPECT;
			}
			// if they are mad, we should help, or at least act concerned
		} else if ( cs->aiState < AISTATE_COMBAT && ocs->aiState >= AISTATE_COMBAT && ocs->bs && ( ocs->enemyNum >= 0 ) ) {
			// if we haven't already checked them out
			if ( !( vis->flags & AIVIS_INSPECTED ) ) {
				vis->flags |= AIVIS_INSPECT;
			}
			// if they are alert, we should also go alert
		} else if ( cs->aiState < AISTATE_ALERT && ocs->aiState == AISTATE_ALERT && ocs->bs ) {
			AICast_StateChange( cs, AISTATE_ALERT );
		}
	}

	// if this is a friendly, then check them for hostile's that we currently haven't upgraded so

	if ( ( destent->health > 0 ) &&
		 ( srcent->aiTeam == destent->aiTeam ) && // only share with exact same team, and non-neutrals
		 ( srcent->aiTeam != AITEAM_NEUTRAL ) ) {
		ocs = AICast_GetCastState( destent->s.number );
		cnt = 0;
		//
		for ( i = 0; i < aicast_maxclients && cnt < level.numPlayingClients; i++ ) {
			if ( !g_entities[i].inuse ) {
				continue;
			}
			//
			cnt++;
			//
			if ( i == srcent->s.number ) {
				continue;
			}
			if ( i == destent->s.number ) {
				continue;
			}
			//
			ovis = &ocs->vislist[i];
			svis = &cs->vislist[i];
			//
			// if we are close to the friendly, then we should share their visibility info
			if ( destent->health > 0 && shareRange ) {
				oldvis = *svis;
				// if they have seen this character more recently than us, share
				if ( ( ovis->visible_timestamp > svis->visible_timestamp ) ||
					 ( ( ovis->visible_timestamp > level.time - 5000 ) && ( ovis->flags & AIVIS_ENEMY ) && !( svis->flags & AIVIS_ENEMY ) ) ) {
					// trigger an EVENT

					// trigger the sight event
					AICast_Sight( srcent, destent, ovis->visible_timestamp );

					// we may need to process this visibility at some point, even after they become not visible again
					svis->flags |= AIVIS_PROCESS_SIGHTING;

					// if we are sharing information about an enemy, then trigger a scripted event
					if ( !svis->real_visible_timestamp && ovis->real_visible_timestamp && ( ovis->flags & AIVIS_ENEMY ) ) {
						// setup conditions
						BG_UpdateConditionValue( ocs->entityNum, ANIM_COND_ENEMY_TEAM, g_entities[i].aiTeam, qfalse );
						// call the event
						BG_AnimScriptEvent( &g_entities[ocs->entityNum].client->ps, ANIM_ET_INFORM_FRIENDLY_OF_ENEMY, qfalse, qfalse );
					}
					// copy the whole structure
					*svis = *ovis;
					// minus the flags
					svis->flags = oldvis.flags;
					// keep our sight time if it's sooner
					if ( oldvis.visible_timestamp > ovis->visible_timestamp ) {
						svis->visible_timestamp = oldvis.visible_timestamp;
					}
					// check to see if we just made this character an enemy of ours
					if ( /*(cs->aiState == AISTATE_COMBAT) &&*/ ( ovis->flags & AIVIS_ENEMY ) && !( oldvis.flags & AIVIS_ENEMY ) ) {
						svis->flags |= AIVIS_ENEMY;
						if ( !( cs->vislist[i].flags & AIVIS_SIGHT_SCRIPT_CALLED ) ) {
							AICast_ScriptEvent( cs, "enemysight", g_entities[i].aiName );
							cs->vislist[i].flags |= AIVIS_SIGHT_SCRIPT_CALLED;
							if ( !( cs->aiFlags & AIFL_DENYACTION ) ) {
								G_AddEvent( srcent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].soundScripts[SIGHTSOUNDSCRIPT] ) );
							}
						}
					}
				}
			} else {
				// if either of us haven't seen this character yet, then ignore it
				if ( !svis->visible_timestamp || !ovis->visible_timestamp ) {
					continue;
				}
			}
			//
			// if they have marked this character as hostile, then we should also
			if ( ( cs->aiState == AISTATE_COMBAT ) && AICast_HostileEnemy( ocs, i ) && !AICast_HostileEnemy( cs, i ) ) {
				if ( !( cs->vislist[i].flags & AIVIS_SIGHT_SCRIPT_CALLED ) ) {
					AICast_ScriptEvent( cs, "enemysight", g_entities[i].aiName );
					cs->vislist[i].flags |= AIVIS_SIGHT_SCRIPT_CALLED;
					if ( !( cs->aiFlags & AIFL_DENYACTION ) ) {
						G_AddEvent( srcent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].soundScripts[SIGHTSOUNDSCRIPT] ) );
					}
				}
				svis->flags |= AIVIS_ENEMY;
			}
		}
	}
}
Example #13
0
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t   *ent;
	int anim;
	int contents = 0;
	int killer;
	int i;
	char        *killerName, *obit;
	qboolean nogib = qtrue;
	gitem_t     *item = NULL; // JPW NERVE for flag drop
	vec3_t launchvel;      // JPW NERVE
	gentity_t   *flag; // JPW NERVE

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

//----(SA) commented out as we have no hook
//	if (self->client && self->client->hook)
//		Weapon_HookFree(self->client->hook);

	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[ meansOfDeath ];
	}

	G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s\n",
				 killer, self->s.number, meansOfDeath, killerName,
				 self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST; // send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if ( attacker && attacker->client ) {
		if ( attacker == self || OnSameTeam( self, attacker ) ) {
			AddScore( attacker, -1 );
		} else {
			AddScore( attacker, 1 );

			// Ridah, not in single player
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				// done.
				if ( meansOfDeath == MOD_GAUNTLET ) {
					attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
					//attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

					// also play humiliation on target
					self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					self->client->ps.persistant[PERS_REWARD_COUNT]++;
				}

				// check for two kills in a short amount of time
				// if this is close enough to the last kill, give a reward sound
				if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
					attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
//					attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
				}
				// Ridah
			}
			// done.
			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses( self, inflictor, attacker );

	// if client is in a nodrop area, don't drop anything
// JPW NERVE new drop behavior
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {   // only drop here in single player; in multiplayer, drop @ limbo
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}
	}

	// drop flag regardless
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( self->client->ps.powerups[PW_REDFLAG] ) {
			item = BG_FindItem( "Red Flag" );
		}
		if ( self->client->ps.powerups[PW_BLUEFLAG] ) {
			item = BG_FindItem( "Blue Flag" );
		}
		launchvel[0] = crandom() * 20;
		launchvel[1] = crandom() * 20;
		launchvel[2] = 10 + random() * 10;
		if ( item ) {
			flag = LaunchItem( item,self->r.currentOrigin,launchvel );
			flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
		}
	}
// jpw

	Cmd_Score_f( self );        // show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t   *client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;   // can still be gibbed

	self->s.powerups = 0;
// JPW NERVE -- only corpse in SP; in MP, need CONTENTS_BODY so medic can operate
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		self->r.contents = CONTENTS_CORPSE;
		self->s.weapon = WP_NONE;
	} else {
		self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo
	}
// jpw
	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller( self, inflictor, attacker );

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		trap_SendServerCommand( -1, "mu_play sound/music/l_failed_1.wav 0\n" );
		trap_SetConfigstring( CS_MUSIC_QUEUE, "" );  // clear queue so it'll be quiet after hit
		trap_SendServerCommand( -1, "cp missionfail0" );
	}


	// never gib in a nodrop
	if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) && g_blood.integer ) {
//		if(self->client->ps.eFlags & EF_HEADSHOT)
//		{
//			GibHead(self, killer);
//		}
//		else	// gib death
//		{
		GibEntity( self, killer );
		nogib = qfalse;
//		}
	}

	if ( nogib ) {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

// JPW NERVE for medic
		self->client->medicHealAmt = 0;
// jpw

		self->client->ps.legsAnim =
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim =
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;
	}

	trap_LinkEntity( self );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		AICast_ScriptEvent( AICast_GetCastState( self->s.number ), "death", "" );
	}
}