//
// Standing melee attacks
//
//=================================================================================

int warriorHitDamage[5] = {
	16,
	16,
	16,
	12,
	20
};

#define NUM_WARRIOR_ANIMS   5
int warriorHitTimes[NUM_WARRIOR_ANIMS][3] = {   // up to three hits per attack
	{ANIMLENGTH( 10,20 ),-1},
	{ANIMLENGTH( 15,20 ),-1},
	{ANIMLENGTH( 18,20 ),-1},
	{ANIMLENGTH( 15,20 ),-1},
	{ANIMLENGTH( 14,20 ),-1},
};

/*
================
AIFunc_WarriorZombieMelee
================
*/
char *AIFunc_WarriorZombieMelee( cast_state_t *cs ) {
	gentity_t *ent = &g_entities[cs->entityNum];
	int hitDelay = -1, anim;
	trace_t *tr;
Esempio n. 2
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	BG_AnimScriptEvent( &ent->client->ps, ANIM_ET_FIREWEAPON, qfalse, qtrue );
	//
	cs->aifunc = AIFunc_Helga_SpiritAttack;
	return "AIFunc_Helga_SpiritAttack";
}

//=================================================================================
//
// Standing melee attacks
//
//=================================================================================

#define NUM_HELGA_ANIMS     3
#define MAX_HELGA_IMPACTS   3
int helgaHitTimes[NUM_HELGA_ANIMS][MAX_HELGA_IMPACTS] = {   // up to three hits per attack
	{ANIMLENGTH( 16,20 ),-1},
	{ANIMLENGTH( 11,20 ),ANIMLENGTH( 19,20 ),-1},
	{ANIMLENGTH( 10,20 ),ANIMLENGTH( 17,20 ),ANIMLENGTH( 26,20 )},
};
int helgaHitDamage[NUM_HELGA_ANIMS] = {
	20,
	14,
	12
};

/*
================
AIFunc_Helga_Melee
================
*/
const char *AIFunc_Helga_Melee( cast_state_t *cs ) {
================
AIFunc_ZombieMelee
================
*/

int zombieHitDamage[5] = {
	16,
	16,
	16,
	12,
	20
};

#define NUM_ZOMBIE_ANIMS    5
int zombieHitTimes[NUM_ZOMBIE_ANIMS][3] = { // up to three hits per attack
	{ANIMLENGTH( 11,20 ),-1},
	{ANIMLENGTH( 9,20 ),-1},
	{ANIMLENGTH( 9,20 ),-1},
	{ANIMLENGTH( 8,20 ),ANIMLENGTH( 16,20 ),-1},
	{ANIMLENGTH( 8,20 ),ANIMLENGTH( 15,20 ),ANIMLENGTH( 24,20 )},
};

char *AIFunc_ZombieMelee( cast_state_t *cs ) {
	gentity_t *ent = &g_entities[cs->entityNum];
	int hitDelay = -1, anim;
	trace_t *tr;
	cast_state_t *ecs = AICast_GetCastState( cs->enemyNum );
	aicast_predictmove_t move;
	float enemyDist;

	if ( !ent->client->ps.torsoTimer ) {