/* ------------------------- Sentry_RangedAttack ------------------------- */ void Sentry_RangedAttack( qboolean visible, qboolean advance ) { if ( TIMER_Done( NPC, "attackDelay" ) && NPC->attackDebounceTime < level.time && visible ) // Attack? { if ( NPCInfo->burstCount > 6 ) { if ( !NPC->fly_sound_debounce_time ) {//delay closing down to give the player an opening NPC->fly_sound_debounce_time = level.time + Q_irand( 500, 2000 ); } else if ( NPC->fly_sound_debounce_time < level.time ) { NPCInfo->localState = LSTATE_ACTIVE; NPC->fly_sound_debounce_time = NPCInfo->burstCount = 0; TIMER_Set( NPC, "attackDelay", Q_irand( 2000, 3500 ) ); NPC->flags |= FL_SHIELDED; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_FLY_SHIELDED, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/sentry/misc/sentry_shield_close" ); } } else { Sentry_Fire(); } } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Sentry_Hunt( visible, advance ); } }
/* ------------------------- Sentry_AttackDecision ------------------------- */ void Sentry_AttackDecision( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground Sentry_MaintainHeight(); NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" ); //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/sentry/misc/talk%d", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // He's dead. if (NPC->enemy->health<1) { NPC->enemy = NULL; Sentry_Idle(); return; } // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { Sentry_Idle(); return; } // Rate our distance to the target and visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Sentry_Hunt( visible, advance ); return; } } NPC_FaceEnemy( qtrue ); Sentry_RangedAttack( visible, advance ); }