void abortHeal (edict_t *self, qboolean mark) { edict_t *temp; // clean up target cleanupHeal (self, true); if ((mark) && (self->enemy) && (self->enemy->inuse)) { if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) ) self->enemy->monsterinfo.badMedic2 = self; else self->enemy->monsterinfo.badMedic1 = self; temp = G_Spawn(); temp->activator = self->enemy; if(self == self->enemy->monsterinfo.badMedic1) temp->monsterinfo.badMedic1 = self; else temp->monsterinfo.badMedic2 = self; temp->think = DeleteBadMedic; temp->nextthink = level.time + 60; } // clean up self self->monsterinfo.aiflags &= ~AI_MEDIC; if ((self->oldenemy) && (self->oldenemy->inuse)) self->enemy = self->oldenemy; else self->enemy = NULL; self->monsterinfo.medicTries = 0; }
void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark) { int hurt; static vec3_t pain_normal = { 0, 0, 1 }; // clean up target cleanupHeal (self, change_frame); // gib em! if ((mark) && (self->enemy) && (self->enemy->inuse)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - marking target as bad\n", self->classname); // if the first badMedic slot is filled by a medic, skip it and use the second one if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) ) { self->enemy->monsterinfo.badMedic2 = self; } else { self->enemy->monsterinfo.badMedic1 = self; } } if ((gib) && (self->enemy) && (self->enemy->inuse)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - gibbing bad heal target", self->classname); if(self->enemy->gib_health) hurt = - self->enemy->gib_health; else hurt = 500; T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin, pain_normal, hurt, 0, 0, MOD_UNKNOWN); } // clean up self self->monsterinfo.aiflags &= ~AI_MEDIC; if ((self->oldenemy) && (self->oldenemy->inuse)) self->enemy = self->oldenemy; else self->enemy = NULL; self->monsterinfo.medicTries = 0; }
void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; // vec3_t angles; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to target's disappearance\n"); abortHeal (self, true, false, false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { abortHeal (self, true, false, false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // not needed, done in checkattack // check for min distance VectorSubtract (start, self->enemy->s.origin, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to proximity to target "); abortHeal (self, true, true, false ); return; } // if ((g_showlogic)&&(g_showlogic->value)) // gi.dprintf ("distance to target is %f\n", distance); // if (distance > 300) // return; // check for min/max pitch // PMM -- took out since it doesn't look bad when it fails // vectoangles (dir, angles); // if (angles[0] < -180) // angles[0] += 360; // if (fabs(angles[0]) > 45) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to bad angle\n"); // abortHeal(self); // return; // } tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self, true, false, true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n"); abortHeal (self, true, false, false); return; } if (self->s.frame == FRAME_attack43) { // PMM - commander sounds if (self->mass == 400) gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); else gi.sound (self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->takedamage = DAMAGE_NO; M_SetEffects (self->enemy); } else if (self->s.frame == FRAME_attack50) { vec3_t maxs; self->enemy->spawnflags = 0; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->monsterinfo.healer = self; VectorCopy (self->enemy->maxs, maxs); maxs[2] += 48; // compensate for change when they die tr = gi.trace (self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID); if (tr.startsolid || tr.allsolid) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed, aborting heal!\n"); abortHeal (self, true, true, false); return; } else if (tr.ent != world) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("heal in entity %s\n", tr.ent->classname); abortHeal (self, true, true, false); return; } /* else if (tr.ent == world) { if ((g_showlogic) && (g_showlogic->value)) gi.dprintf ("heal in world, aborting!\n"); abortHeal (self, 1); return; } */ else { self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn (self->enemy); if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } // self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT; // turn off flies self->enemy->s.effects &= ~EF_FLIES; self->enemy->monsterinfo.healer = NULL; if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname); self->enemy->enemy = self->oldenemy; // HuntTarget (self->enemy); FoundTarget (self->enemy); } else { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("no valid enemy to set!\n"); self->enemy->enemy = NULL; if (!FindTarget (self->enemy)) { // no valid enemy, so stop acting self->enemy->monsterinfo.pausetime = level.time + 100000000; self->enemy->monsterinfo.stand (self->enemy); } self->enemy = NULL; self->oldenemy = NULL; if (!FindTarget (self)) { // no valid enemy, so stop acting self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); return; } } } } else { if (self->s.frame == FRAME_attack44) // PMM - medic commander sounds if (self->mass == 400) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment VectorMA (start, 8, f, start); // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); }
void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n"); abortHeal (self,false); return; } //Knightmare- don't heal insanes or actors or critters if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor") || !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper")) { //gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n"); abortHeal (self, true); return; } // Lazarus: check embeddment if (embedded(self->enemy)) { //gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n"); abortHeal (self,false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n"); abortHeal (self,false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // Lazarus: Not needed, done in checkattack // check for min distance VectorSubtract (self->enemy->s.origin, start, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { //gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n"); abortHeal (self,false); return; } // Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this // results in monster entanglement VectorNormalize(dir); if(DotProduct(dir,f) < 0.) { //gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n"); abortHeal (self,false); return; } // check for min/max pitch // Rogue takes this out... makes medic more likely to heal and // comments say "doesn't look bad when it fails"... we'll see /* vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 45) return; */ tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self,true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } abortHeal (self,false); return; } if (self->s.frame == FRAME_attack43) { gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; M_SetEffects(self->enemy); } else if (self->s.frame == FRAME_attack50) { self->enemy->spawnflags &= SF_MONSTER_NOGIB; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->owner = self; // Lazarus: reset initially dead monsters to use the INVERSE of their // initial health, and force gib_health to default value if(self->enemy->max_health < 0) { self->enemy->max_health = -self->enemy->max_health; self->enemy->gib_health = 0; } self->enemy->health = self->enemy->max_health; self->enemy->takedamage = DAMAGE_AIM; self->enemy->flags &= ~FL_NO_KNOCKBACK; self->enemy->pain_debounce_time = 0; self->enemy->damage_debounce_time = 0; self->enemy->deadflag = DEAD_NO; if(self->enemy->s.effects & EF_FLIES) M_FliesOff(self->enemy); ED_CallSpawn (self->enemy); self->enemy->monsterinfo.healer = NULL; self->enemy->owner = NULL; // Knightmare- disable deadmonster_think if (self->enemy->postthink) self->enemy->postthink = NULL; if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects(self->enemy); if (self->oldenemy && self->oldenemy->client) { self->enemy->enemy = self->oldenemy; FoundTarget (self->enemy); } else { // Lazarus: this should make oblivious monsters // find player again self->enemy->enemy = NULL; } } else { if (self->s.frame == FRAME_attack44) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment // Lazarus: This isn't right... this causes cable start point to be well above muzzle // when target is closeby. f should be vector from muzzle to target, not // the forward viewing direction. PLUS... 8 isn't right... the model is // actually 32 units long, so use 16.. fixed below. // VectorMA (start, 8, f, start); //Knightmare- if enemy went away, like after returning from another level, return if (!self->enemy) return; // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; // Lazarus fix VectorSubtract(end,start,f); VectorNormalize(f); VectorMA(start,16,f,start); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); }