/*
-------------------------
Mark1_dying
-------------------------
*/
void Mark1_dying( gentity_t *self )
{
	int	num,newBolt;

	if (self->client->ps.torsoTimer>0)
	{
		if (TIMER_Done(self,"dyingExplosion"))
		{
			num = Q_irand( 1, 3);

			// Find place to generate explosion
			if (num == 1)
			{
				num = Q_irand( 8, 10);
				newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("*flash%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
			}
			else
			{
				num = Q_irand( 1, 6);
				newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("*torso_tube%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
				NPC_SetSurfaceOnOff( self, va("torso_tube%d",num), TURN_OFF );
			}

			TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
		}


		// See which weapons are there
		// Randomly fire blaster
		if (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "l_arm" ))	// Is the blaster still on the model?
		{
			if (Q_irand( 1, 5) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireBlaster();
				RestoreNPCGlobals();
			}
		}

		// Randomly fire rocket
		if (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "r_arm" ))	// Is the rocket still on the model?
		{
			if (Q_irand( 1, 10) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireRocket();
				RestoreNPCGlobals();
			}
		}
	}

}
Exemple #2
0
//------------------------------------
void NPC_Seeker_Pain(gentity_t *self, gentity_t *attacker, int damage)
{

    if ( !(self->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY ))
    {   //void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE );
        //[CoOp]
        //I assume this means the seeker dies if it doesn't have it's custom gravity.
        //changed this to look like the SP version of this call
        G_Damage( self, NULL, NULL, vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
        //G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
        //[/CoOp]
    }

    //[SeekerItemNpc]
    //if we die, remove the control from our owner
    if(self->health < 0 && self->activator && self->activator->client) {
        self->activator->client->remote = NULL;
        self->activator->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SEEKER);
    }
    //[/SeekerItemNpc]

    SaveNPCGlobals();
    SetNPCGlobals( self );
    Seeker_Strafe();
    RestoreNPCGlobals();
    NPC_Pain( self, attacker, damage );
}
void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) 
{
	if (self->client->ps.pm_type == PM_DEAD)
	{//or just remove ->pain in player_die?
		return;
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if(self->client && self->NPC)
	{
		if ( Jedi_WaitingAmbush( NPC ) )
		{
			Jedi_Ambush( NPC );
		}
		//Run any use instructions
		if ( activator && activator->s.number == 0 && self->client->NPC_class == CLASS_GONK )
		{
			// must be using the gonk, so attempt to give battery power.
			// NOTE: this will steal up to MAX_BATTERIES for the activator, leaving the residual on the gonk for potential later use.
			Add_Batteries( activator, &self->client->ps.batteryCharge );
		}
		// Not using MEDICs anymore
/*
		if ( self->NPC->behaviorState == BS_MEDIC_HIDE && activator->client )
		{//Heal me NOW, dammit!
			if ( activator->health < activator->max_health )
			{//person needs help
				if ( self->NPC->eventualGoal != activator )
				{//not my current patient already
					NPC_TakePatient( activator );
					G_ActivateBehavior( self, BSET_USE );
				}
			}
			else if ( !self->enemy && activator->s.number == 0 && !gi.VoiceVolume[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
			{//I don't have an enemy and I'm not talking and I was used by the player
				NPC_UseResponse( self, other, qfalse );
			}
		}
*/
//		else if ( self->behaviorSet[BSET_USE] )
		if ( self->behaviorSet[BSET_USE] )
		{
			NPC_UseResponse( self, other, qtrue );
		}
//		else if ( isMedic( self ) )
//		{//Heal me NOW, dammit!
//			NPC_TakePatient( activator );
//		}
		else if ( !self->enemy && activator->s.number == 0 && !gi.VoiceVolume[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
		{//I don't have an enemy and I'm not talking and I was used by the player
			NPC_UseResponse( self, other, qfalse );
		}
	}

	RestoreNPCGlobals();
}
Exemple #4
0
/*
-------------------------
NPC_Remote_Pain
-------------------------
*/
void NPC_Remote_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) 
{
	SaveNPCGlobals();
	SetNPCGlobals( self );
	Remote_Strafe();
	RestoreNPCGlobals();

	NPC_Pain( self, inflictor, other, point, damage, mod );
}
Exemple #5
0
/*
-------------------------
NPC_Remote_Pain
-------------------------
*/
void NPC_Remote_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	SaveNPCGlobals();
	SetNPCGlobals( self );
	Remote_Strafe();
	RestoreNPCGlobals();

	NPC_Pain( self, attacker, damage );
}
void NPC_Touch(gentity_t *self, gentity_t *other, trace_t *trace) 
{
	if(!self->NPC)
		return;

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if ( other->client ) 
	{//FIXME:  if pushing against another bot, both ucmd.rightmove = 127???
		//Except if not facing one another...
		if ( other->health > 0 ) 
		{
			NPCInfo->touchedByPlayer = other;
		}

		if ( other == NPCInfo->goalEntity ) 
		{
			NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
		}

		if( !(self->svFlags&SVF_LOCKEDENEMY) && !(self->svFlags&SVF_IGNORE_ENEMIES) && !(other->flags & FL_NOTARGET) )
		{
			if ( self->client->enemyTeam )
			{//See if we bumped into an enemy
				if ( other->client->playerTeam == self->client->enemyTeam )
				{//bumped into an enemy
					//FIXME: should we care about disguise here?
					if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior )
					{//MCG - Begin: checking specific BS mode here, this is bad, a HACK
						//FIXME: not medics?
						G_SetEnemy( NPC, other );
		//				NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
					}
				}
			}
		}

		//FIXME: do this if player is moving toward me and with a certain dist?
		/*
		if ( other->s.number == 0 && self->client->playerTeam == other->client->playerTeam )
		{
			VectorAdd( self->s.pushVec, other->client->ps.velocity, self->s.pushVec );
		}
		*/
	}
	else 
	{//FIXME: check for SVF_NONNPC_ENEMY flag here?
		if ( other == NPCInfo->goalEntity ) 
		{
			NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
		}
	}

	RestoreNPCGlobals();
}
Exemple #7
0
//------------------------------------
void NPC_Seeker_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) 
{
	if ( !(self->svFlags & SVF_CUSTOM_GRAVITY ))
	{//void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE );
		G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );
	Seeker_Strafe();
	RestoreNPCGlobals();
	NPC_Pain( self, inflictor, other, point, damage, mod );
}
Exemple #8
0
void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax )
{
	if ( !self->NPC )
	{//player
		return;
	}
	SaveNPCGlobals();
	SetNPCGlobals( self );

	NPC_StartFlee( enemy, dangerPoint, dangerLevel, fleeTimeMin, fleeTimeMax );

	RestoreNPCGlobals();
}
Exemple #9
0
//------------------------------------
void NPC_Seeker_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	if ( !(self->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY ))
	{//void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vector3 *dir, vector3 *point, int damage, int dflags, int mod, int hitLoc=HL_NONE );
		G_Damage( self, NULL, NULL, &vec3_origin, &vec3_origin, 999, 0, MOD_FALLING );
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );
	Seeker_Strafe();
	RestoreNPCGlobals();
	NPC_Pain( self, attacker, damage );
}
Exemple #10
0
//------------------------------------
void NPC_Seeker_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	if ( !(self->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY ))
	{
		G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );
	Seeker_Strafe();
	RestoreNPCGlobals();
	NPC_Pain( self, attacker, damage );
}
void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) 
{
	if (self->client->ps.pm_type == PM_DEAD)
	{//or just remove ->pain in player_die?
		return;
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if(self->client && self->NPC)
	{//Run any use instructions
		if ( self->NPC->behaviorState == BS_MEDIC_HIDE && activator->client )
		{//Heal me NOW, dammit!
			if ( activator->health < activator->max_health )
			{//person needs help
				if ( self->NPC->eventualGoal != activator )
				{//not my current patient already
					NPC_TakePatient( activator );
					if ( self->behaviorSet[BSET_USE] )
					{
						G_ActivateBehavior( self, BSET_USE );
					}
				}
			}
			else if ( !self->enemy && activator->s.number == 0 && !gi.S_Override[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
			{//I don't have an enemy and I'm not talking and I was used by the player
				NPC_UseResponse( self, other, qfalse );
			}
		}
		else if ( self->behaviorSet[BSET_USE] )
		{
			NPC_UseResponse( self, other, qtrue );
		}
		else if ( isMedic( self ) )
		{//Heal me NOW, dammit!
			NPC_TakePatient( activator );
		}
		else if ( !self->enemy && activator->s.number == 0 && !gi.S_Override[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
		{//I don't have an enemy and I'm not talking and I was used by the player
			NPC_UseResponse( self, other, qfalse );
		}
	}

	RestoreNPCGlobals();
}
Exemple #12
0
void NPC_Touch(gentity_t *self, gentity_t *other, trace_t *trace)
{
    if(!self->NPC)
        return;

    SaveNPCGlobals();
    SetNPCGlobals( self );

    if ( self->message && self->health <= 0 )
    {   //I am dead and carrying a key
        //if ( other && player && player->health > 0 && other == player )
        if (other && other->client && other->s.number < MAX_CLIENTS)
        {   //player touched me
            /*
            char *text;
            qboolean	keyTaken;
            //give him my key
            if ( Q_stricmp( "goodie", self->message ) == 0 )
            {//a goodie key
            	if ( (keyTaken = INV_GoodieKeyGive( other )) == qtrue )
            	{
            		text = "cp @SP_INGAME_TOOK_IMPERIAL_GOODIE_KEY";
            		G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_GOODIE_KEY )-bg_itemlist) );
            	}
            	else
            	{
            		text = "cp @SP_INGAME_CANT_CARRY_GOODIE_KEY";
            	}
            }
            else
            {//a named security key
            	if ( (keyTaken = INV_SecurityKeyGive( player, self->message )) == qtrue )
            	{
            		text = "cp @SP_INGAME_TOOK_IMPERIAL_SECURITY_KEY";
            		G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_SECURITY_KEY )-bg_itemlist) );
            	}
            	else
            	{
            		text = "cp @SP_INGAME_CANT_CARRY_SECURITY_KEY";
            	}
            }
            */
            //rwwFIXMEFIXME: support for goodie/security keys?
            /*
            if ( keyTaken )
            {//remove my key
            	NPC_SetSurfaceOnOff( self, "l_arm_key", 0x00000002 );
            	self->message = NULL;
            	//FIXME: temp pickup sound
            	G_Sound( player, G_SoundIndex( "sound/weapons/key_pkup.wav" ) );
            	//FIXME: need some event to pass to cgame for sound/graphic/message?
            }
            //FIXME: temp message
            gi.SendServerCommand( NULL, text );
            */
        }
    }

    if ( other->client )
    {   //FIXME:  if pushing against another bot, both ucmd.rightmove = 127???
        //Except if not facing one another...
        if ( other->health > 0 )
        {
            NPCInfo->touchedByPlayer = other;
        }

        if ( other == NPCInfo->goalEntity )
        {
            NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
        }

        if( /*!(self->svFlags&SVF_LOCKEDENEMY) && !(self->svFlags&SVF_IGNORE_ENEMIES) &&*/ !(other->flags & FL_NOTARGET) )
        {
            if ( self->client->enemyTeam )
            {   //See if we bumped into an enemy
                if ( other->client->playerTeam == self->client->enemyTeam )
                {   //bumped into an enemy
                    if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior )
                    {   //MCG - Begin: checking specific BS mode here, this is bad, a HACK
                        //FIXME: not medics?
                        if ( NPC->enemy != other )
                        {   //not already mad at them
                            G_SetEnemy( NPC, other );
                        }
                        //				NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
                    }
                }
            }
        }

        //FIXME: do this if player is moving toward me and with a certain dist?
        /*
        if ( other->s.number == 0 && self->client->playerTeam == other->client->playerTeam )
        {
        	VectorAdd( self->client->pushVec, other->client->ps.velocity, self->client->pushVec );
        }
        */
    }
    else
    {   //FIXME: check for SVF_NONNPC_ENEMY flag here?
        if ( other->health > 0 )
        {
            //if ( NPC->enemy == other && (other->svFlags&SVF_NONNPC_ENEMY) )
            if (0) //rwwFIXMEFIXME: Can probably just check if num < MAX_CLIENTS for non-npc enemy stuff
            {
                NPCInfo->touchedByPlayer = other;
            }
        }

        if ( other == NPCInfo->goalEntity )
        {
            NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
        }
    }

    RestoreNPCGlobals();
}
Exemple #13
0
void NPC_Touch(gentity_t *self, gentity_t *other, trace_t *trace)
{
	if(!self->NPC)
		return;

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if ( self->message && self->health <= 0 )
	{//I am dead and carrying a key
		if ( other && player && player->health > 0 && other == player )
		{//player touched me
			char *text;
			qboolean	keyTaken;
			//give him my key
			if ( Q_stricmp( "goodie", self->message ) == 0 )
			{//a goodie key
				if ( (keyTaken = INV_GoodieKeyGive( other )) == qtrue )
				{
					text = "cp @SP_INGAME_TOOK_IMPERIAL_GOODIE_KEY";
					G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_GOODIE_KEY )-bg_itemlist) );
				}
				else
				{
					text = "cp @SP_INGAME_CANT_CARRY_GOODIE_KEY";
				}
			}
			else
			{//a named security key
				if ( (keyTaken = INV_SecurityKeyGive( player, self->message )) == qtrue )
				{
					text = "cp @SP_INGAME_TOOK_IMPERIAL_SECURITY_KEY";
					G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_SECURITY_KEY )-bg_itemlist) );
				}
				else
				{
					text = "cp @SP_INGAME_CANT_CARRY_SECURITY_KEY";
				}
			}
			if ( keyTaken )
			{//remove my key
				gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_key", 0x00000002 );
				self->message = NULL;
				self->client->ps.eFlags &= ~EF_FORCE_VISIBLE;	//remove sight flag
				G_Sound( player, G_SoundIndex( "sound/weapons/key_pkup.wav" ) );
			}
			gi.SendServerCommand( 0, text );
		}
	}

	if ( other->client )
	{//FIXME:  if pushing against another bot, both ucmd.rightmove = 127???
		//Except if not facing one another...
		if ( other->health > 0 )
		{
			NPCInfo->touchedByPlayer = other;
		}

		if ( other == NPCInfo->goalEntity )
		{
			NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
		}

		if( !(self->svFlags&SVF_LOCKEDENEMY) && !(self->svFlags&SVF_IGNORE_ENEMIES) && !(other->flags & FL_NOTARGET) )
		{
			if ( self->client->enemyTeam )
			{//See if we bumped into an enemy
				if ( other->client->playerTeam == self->client->enemyTeam )
				{//bumped into an enemy
					if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior )
					{//MCG - Begin: checking specific BS mode here, this is bad, a HACK
						//FIXME: not medics?
						if ( NPC->enemy != other )
						{//not already mad at them
							G_SetEnemy( NPC, other );
						}
		//				NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
					}
				}
			}
		}

		//FIXME: do this if player is moving toward me and with a certain dist?
		/*
		if ( other->s.number == 0 && self->client->playerTeam == other->client->playerTeam )
		{
			VectorAdd( self->client->pushVec, other->client->ps.velocity, self->client->pushVec );
		}
		*/
	}
	else
	{//FIXME: check for SVF_NONNPC_ENEMY flag here?
		if ( other->health > 0 )
		{
			if ( NPC->enemy == other && (other->svFlags&SVF_NONNPC_ENEMY) )
			{
				NPCInfo->touchedByPlayer = other;
			}
		}

		if ( other == NPCInfo->goalEntity )
		{
			NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
		}
	}

	if ( NPC->client->NPC_class == CLASS_RANCOR )
	{//rancor
		if ( NPCInfo->blockedEntity != other && TIMER_Done(NPC, "blockedEntityIgnore"))
		{//blocked
			//if ( G_EntIsBreakable( other->s.number, NPC ) )
			{//bumped into another breakable, so take that one instead?
				NPCInfo->blockedEntity = other;//???
			}
		}
	}

	RestoreNPCGlobals();
}
Exemple #14
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();
}
Exemple #15
0
void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
	if (self->client->ps.pm_type == PM_DEAD)
	{//or just remove ->pain in player_die?
		return;
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if(self->client && self->NPC)
	{
		// If this is a vehicle, let the other guy board it. Added 12/14/02 by AReis.
		if ( self->client->NPC_class == CLASS_VEHICLE )
		{
			Vehicle_t *pVeh = self->m_pVehicle;

			if ( pVeh && pVeh->m_pVehicleInfo && other && other->client )
			{//safety
				//if I used myself, eject everyone on me
				if ( other == self )
				{
					pVeh->m_pVehicleInfo->EjectAll( pVeh );
				}
				// If other is already riding this vehicle (self), eject him.
				else if ( other->owner == self )
				{
					pVeh->m_pVehicleInfo->Eject( pVeh, other, qfalse );
				}
				// Otherwise board this vehicle.
				else
				{
					pVeh->m_pVehicleInfo->Board( pVeh, other );
				}
			}
		}
		else if ( Jedi_WaitingAmbush( NPC ) )
		{
			Jedi_Ambush( NPC );
		}
		//Run any use instructions
		if ( activator && activator->s.number == 0 && self->client->NPC_class == CLASS_GONK )
		{
			// must be using the gonk, so attempt to give battery power.
			// NOTE: this will steal up to MAX_BATTERIES for the activator, leaving the residual on the gonk for potential later use.
			Add_Batteries( activator, &self->client->ps.batteryCharge );
		}
		// Not using MEDICs anymore
/*
		if ( self->NPC->behaviorState == BS_MEDIC_HIDE && activator->client )
		{//Heal me NOW, dammit!
			if ( activator->health < activator->max_health )
			{//person needs help
				if ( self->NPC->eventualGoal != activator )
				{//not my current patient already
					NPC_TakePatient( activator );
					G_ActivateBehavior( self, BSET_USE );
				}
			}
			else if ( !self->enemy && activator->s.number == 0 && !gi.VoiceVolume[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
			{//I don't have an enemy and I'm not talking and I was used by the player
				NPC_UseResponse( self, other, qfalse );
			}
		}
*/
//		else if ( self->behaviorSet[BSET_USE] )

		if ( self->behaviorSet[BSET_USE] )
		{
			NPC_UseResponse( self, other, qtrue );
		}
//		else if ( isMedic( self ) )
//		{//Heal me NOW, dammit!
//			NPC_TakePatient( activator );
//		}
		else if ( !self->enemy
			//&& self->client->NPC_class == CLASS_VEHICLE
			&& activator->s.number == 0
			&& !gi.VoiceVolume[self->s.number]
			&& !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
		{//I don't have an enemy and I'm not talking and I was used by the player
			NPC_UseResponse( self, other, qfalse );
		}
	}

	RestoreNPCGlobals();
}
Exemple #16
0
/*
-------------------------
Mark1_dying
-------------------------
*/
void Mark1_dying( gentity_t *self )
{
	int	num,newBolt;

	if (self->client->ps.torsoAnimTimer>0)
	{
		if (TIMER_Done(self,"dyingExplosion"))
		{
			num = Q_irand( 1, 3);

			// Find place to generate explosion
			if (num == 1)
			{
				num = Q_irand( 8, 10);
				newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*flash%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
			}
			else
			{
				num = Q_irand( 1, 6);
				newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
				gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",num), TURN_OFF );
			}

			TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
		}


//		int		dir;
//		vec3_t	right;

		// Shove to the side
//		AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL );
//		VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity );

		// See which weapons are there
		// Randomly fire blaster
		if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" ))	// Is the blaster still on the model?
		{
			if (Q_irand( 1, 5) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireBlaster();
				RestoreNPCGlobals();
			}
		}

		// Randomly fire rocket
		if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" ))	// Is the rocket still on the model?
		{
			if (Q_irand( 1, 10) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireRocket();
				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();
}