/* ------------------------- 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(); } } } }
//------------------------------------ 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(); }
/* ------------------------- 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 ); }
/* ------------------------- 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(); }
//------------------------------------ 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 ); }
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(); }
//------------------------------------ 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 ); }
//------------------------------------ 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(); }
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(); }
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(); }
/* =============== 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(); }
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(); }
/* ------------------------- 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(); }