Esempio n. 1
0
void NPC_Sniper_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod ) 
{
	self->NPC->localState = LSTATE_UNDERFIRE;

	TIMER_Set( self, "duck", -1 );
	TIMER_Set( self, "stand", 2000 );

	NPC_Pain( self, inflictor, other, point, damage, mod );

	if ( !damage && self->health > 0 )
	{//FIXME: better way to know I was pushed
		G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
	}
}
Esempio n. 2
0
void SabBeh_AnimateHeavySlowBounce(gentity_t* self, gentity_t *inflictor)
{
	self->client->ps.userInt3 |= ( 1 << FLAG_SLOWBOUNCE );
	self->client->ps.userInt3 |= ( 1 << FLAG_OLDSLOWBOUNCE );
	if ( self->s.number < MAX_CLIENTS )
	{
		G_AddEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 0 );
	}
	else
	{//npc
		NPC_Pain( self, inflictor, 0 );
	}
	self->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
}
Esempio n. 3
0
void NPC_Grenadier_Pain(gentity_t *self, gentity_t *attacker, int damage) 
{
	self->NPC->localState = LSTATE_UNDERFIRE;

	TIMER_Set( self, "duck", -1 );
	TIMER_Set( self, "stand", 2000 );

	NPC_Pain( self, attacker, damage );

	if ( !damage && self->health > 0 )
	{//FIXME: better way to know I was pushed
		G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
	}
}
Esempio n. 4
0
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Probe_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	float	pain_chance;
	gentity_t *other = attacker;
	int mod = gPainMOD;
	
	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) // demp2 always messes them up real good
	{
		vec3_t endPos;
		trace_t	trace;

		VectorSet( endPos, self->r.currentOrigin[0], self->r.currentOrigin[1], self->r.currentOrigin[2] - 128 );
		trap_Trace( &trace, self->r.currentOrigin, NULL, NULL, endPos, self->s.number, MASK_SOLID );

		if ( trace.fraction == 1.0f || mod == MOD_DEMP2 ) // demp2 always does this
		{
			/*
			if (self->client->clientInfo.headModel != 0)
			{
				vec3_t origin;

				VectorCopy(self->r.currentOrigin,origin);
				origin[2] +=50;
//				G_PlayEffect( "small_chunks", origin );
				G_PlayEffect( "chunks/probehead", origin );
				G_PlayEffect( "env/med_explode2", origin );
				self->client->clientInfo.headModel = 0;
				self->client->moveType = MT_RUNJUMP;
				self->client->ps.gravity = g_gravity->value*.1;
			}
			*/
			
			if ( (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT) && other )
			{
				vec3_t dir;

				NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);

				VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
				VectorNormalize( dir );

				VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
				self->client->ps.velocity[2] -= 127;
			}

			//self->s.powerups |= ( 1 << PW_SHOCKED );
			//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
			self->client->ps.electrifyTime = level.time + 3000;

			self->NPC->localState = LSTATE_DROP;
		} 
	}
	else
	{
		pain_chance = NPC_GetPainChance( self, damage );

		if ( random() < pain_chance )	// Spin around in pain?
		{
			NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE);
		}	
	}

	NPC_Pain( self, attacker, damage );
}
Esempio n. 5
0
/*
-------------------------
NPC_Mark1_Pain
- look at what was hit and see if it should be removed from the model.
-------------------------
*/
void NPC_Mark1_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	int newBolt,i,chance;
	int hitLoc = gPainHitLoc;
	
	NPC_Pain( self, attacker, damage );

	G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));

	// Hit in the CHEST???
	if (hitLoc==HL_CHEST)
	{
		chance = Q_irand( 1, 4);
	
		if ((chance == 1) && (damage > 5))
		{
			NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		}
	}
	// Hit in the left arm?
	else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
	{
		if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH)	// Blow it up?
		{
			newBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*flash3" );
			if ( newBolt != -1 )
			{
				NPC_Mark1_Part_Explode(self,newBolt);
			}

			NPC_SetSurfaceOnOff( self, "l_arm", TURN_OFF );
		}
	}
	// Hit in the right arm?
	else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH))	// Blow it up?
	{
		if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
		{			
			newBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*flash4" );
			if ( newBolt != -1 )
			{
				NPC_Mark1_Part_Explode( self, newBolt );
			}

			NPC_SetSurfaceOnOff( self, "r_arm", TURN_OFF );
		}
	}
	// Check ammo pods
	else
	{
		for (i=0;i<6;i++)
		{
			if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH))	// Blow it up?
			{
				if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
				{			
					newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("*torso_tube%d",(i+1)) );
					if ( newBolt != -1 )
					{
						NPC_Mark1_Part_Explode(self,newBolt);
					}
					NPC_SetSurfaceOnOff( self, va("torso_tube%d",(i+1)), TURN_OFF );
					NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					break;
				}
			}
		}
	}

	// Are both guns shot off?
	if ((trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "l_arm" )>0) &&
		(trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "r_arm" )>0))
	{
		G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN);
	}
}
Esempio n. 6
0
/*
-------------------------
NPC_Mark1_Pain
- look at what was hit and see if it should be removed from the model.
-------------------------
*/
void NPC_Mark1_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
	int newBolt,i,chance;

	NPC_Pain( self, inflictor, other, point, damage, mod );

	G_Sound( self, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));

	// Hit in the CHEST???
	if (hitLoc==HL_CHEST)
	{
		chance = Q_irand( 1, 4);

		if ((chance == 1) && (damage > 5))
		{
			NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		}
	}
	// Hit in the left arm?
	else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
	{
		if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH)	// Blow it up?
		{
			newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
			if ( newBolt != -1 )
			{
				NPC_Mark1_Part_Explode(self,newBolt);
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm", TURN_OFF );
		}
	}
	// Hit in the right arm?
	else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH))	// Blow it up?
	{
		if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
		{
			newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
			if ( newBolt != -1 )
			{
//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
				NPC_Mark1_Part_Explode( self, newBolt );
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm", TURN_OFF );
		}
	}
	// Check ammo pods
	else
	{
		for (i=0;i<6;i++)
		{
			if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH))	// Blow it up?
			{
				if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
				{
					newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",(i+1)) );
					if ( newBolt != -1 )
					{
						NPC_Mark1_Part_Explode(self,newBolt);
					}
					gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",(i+1)), TURN_OFF );
					NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					break;
				}
			}
		}
	}

	// Are both guns shot off?
	if ((gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) &&
		(gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )))
	{
		G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN);
	}

}
Esempio n. 7
0
/*
-------------------------
NPC_ATST_Pain
-------------------------
*/
void NPC_ATST_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
    G_ATSTCheckPain( self, other, point, damage, mod, hitLoc );
    NPC_Pain( self, inflictor, other, point, damage, mod );
}
Esempio n. 8
0
/*
-------------------------
NPC_ATST_Pain
-------------------------
*/
void NPC_ATST_Pain(gentity_t *self, gentity_t *attacker, int damage) 
{
	G_ATSTCheckPain( self, attacker, damage );
	NPC_Pain( self, attacker, damage );
}
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Droid_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	gentity_t *other = attacker;
	int		anim;
	int		mod = gPainMOD;
	float	pain_chance;

	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->client->NPC_class == CLASS_R5D2 )
	{
		pain_chance = NPC_GetPainChance( self, damage );

		// Put it in pain
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( !self->s.m_iVehicleNum
				&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
					{
						NPC_SetSurfaceOnOff( self, "head", TURN_OFF );

						if ( self->client->ps.m_iVehicleNum )
						{
							vec3_t	up;
							AngleVectors( self->r.currentAngles, NULL, NULL, up );
							G_PlayEffectID( G_EffectIndex("chunks/r5d2head_veh"), self->r.currentOrigin, up );
						}
						else
						{
							G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
							G_PlayEffectID( G_EffectIndex("chunks/r5d2head"), self->r.currentOrigin, vec3_origin );
						}

						//self->s.powerups |= ( 1 << PW_SHOCKED );
						//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
						self->client->ps.electrifyTime = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			} 
		}
	}
	else if (self->client->NPC_class == CLASS_MOUSE)
	{
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
		{
			self->NPC->localState = LSTATE_SPINNING;
			//self->s.powerups |= ( 1 << PW_SHOCKED );
			//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
			self->client->ps.electrifyTime = level.time + 3000;
		}
		else
		{
			self->NPC->localState = LSTATE_BACKINGUP;
		}

		self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
	}
	else if (self->client->NPC_class == CLASS_R2D2)
	{

		pain_chance = NPC_GetPainChance( self, damage );

		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( !self->s.m_iVehicleNum
				&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
					{
						NPC_SetSurfaceOnOff( self, "head", TURN_OFF );

						if ( self->client->ps.m_iVehicleNum )
						{
							vec3_t	up;
							AngleVectors( self->r.currentAngles, NULL, NULL, up );
							G_PlayEffectID( G_EffectIndex("chunks/r2d2head_veh"), self->r.currentOrigin, up );
						}
						else
						{
							G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
							G_PlayEffectID( G_EffectIndex("chunks/r2d2head"), self->r.currentOrigin, vec3_origin );
						}

						//self->s.powerups |= ( 1 << PW_SHOCKED );
						//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
						self->client->ps.electrifyTime = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			}
		} 
	}
	else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
	{
		vec3_t dir;

		VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
		VectorNormalize( dir );

		VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
		self->client->ps.velocity[2] -= 127;
	}

	NPC_Pain( self, attacker, damage);
}
Esempio n. 10
0
void NPC_GM_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc ) 
{
	if ( self->client->ps.powerups[PW_GALAK_SHIELD] == 0 )
	{//shield is currently down
		//FIXME: allow for radius damage?
		if ( (hitLoc==HL_GENERIC1) && (self->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH) )
		{
			int newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*antenna_base" );
			if ( newBolt != -1 )
			{
				GM_CreateExplosion( self, newBolt );
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_shield_off", TURN_OFF );
			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna", TURN_OFF );
			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna_base_cap_off", TURN_ON );
			self->client->ps.powerups[PW_GALAK_SHIELD] = 0;//temp, for effect
			self->client->ps.stats[STAT_ARMOR] = 0;//no more armor
			self->NPC->investigateDebounceTime = 0;//stop recharging

			NPC_SetAnim( self, SETANIM_BOTH, BOTH_ALERT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			TIMER_Set( self, "attackDelay", self->client->ps.torsoAnimTimer );
			G_AddEvent( self, Q_irand( EV_DEATH1, EV_DEATH3 ), self->health );
		}
	}
	else
	{//store the point for shield impact
		if ( point )
		{
			VectorCopy( point, self->pos4 );
			self->client->poisonTime = level.time;
		}
	}

	if ( !self->lockCount && !self->client->ps.torsoAnimTimer )
	{//don't interrupt laser sweep attack or other special attacks/moves
		if ( self->count < 4 && self->health > 100 && hitLoc != HL_GENERIC1 )
		{
			if ( self->delay < level.time )
			{
				int speech;
				switch( self->count )
				{
				default:
				case 0:
					speech = EV_PUSHED1;
					break;
				case 1:
					speech = EV_PUSHED2;
					break;
				case 2:
					speech = EV_PUSHED3;
					break;
				case 3:
					speech = EV_DETECTED1;
					break;
				}
				self->count++;
				self->NPC->blockedSpeechDebounceTime = 0;
				G_AddVoiceEvent( self, speech, Q_irand( 3000, 5000 ) );
				self->delay = level.time + Q_irand( 5000, 7000 );
			}
		}
		else
		{
			NPC_Pain( self, inflictor, attacker, point, damage, mod, hitLoc );
		}
	}
	else if ( hitLoc == HL_GENERIC1 )
	{
		NPC_SetPainEvent( self );
		self->s.powerups |= ( 1 << PW_SHOCKED );
		self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 );
	}

	if ( inflictor && inflictor->lastEnemy == self )
	{//He force-pushed my own lobfires back at me
		if ( mod == MOD_REPEATER_ALT && !Q_irand( 0, 2 ) )
		{
			if ( TIMER_Done( self, "noRapid" ) )
			{
				self->NPC->scriptFlags &= ~SCF_ALT_FIRE;
				self->alt_fire = qfalse;
				TIMER_Set( self, "noLob", Q_irand( 2000, 6000 ) );
			}
			else
			{//hopefully this will make us fire the laser
				TIMER_Set( self, "noLob", Q_irand( 1000, 2000 ) );
			}
		}
		else if ( mod == MOD_REPEATER && !Q_irand( 0, 5 ) )
		{
			if ( TIMER_Done( self, "noLob" ) )
			{
				self->NPC->scriptFlags |= SCF_ALT_FIRE;
				self->alt_fire = qtrue;
				TIMER_Set( self, "noRapid", Q_irand( 2000, 6000 ) );
			}
			else
			{//hopefully this will make us fire the laser
				TIMER_Set( self, "noRapid", Q_irand( 1000, 2000 ) );
			}
		}
	}
}
Esempio n. 11
0
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Droid_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) 
{
	int		anim;
	float	pain_chance;

	if ( self->NPC && self->NPC->ignorePain )
	{
		return;
	}
	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->client->NPC_class == CLASS_R5D2 )
	{
		pain_chance = NPC_GetPainChance( self, damage );

		// Put it in pain
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "head" )))
					{
						gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head", TURN_OFF );

//						G_PlayEffect( "small_chunks" , self->currentOrigin );
						G_PlayEffect( "chunks/r5d2head", self->currentOrigin );

						self->s.powerups |= ( 1 << PW_SHOCKED );
						self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			} 
		}
	}
	else if (self->client->NPC_class == CLASS_MOUSE)
	{
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
		{
			self->NPC->localState = LSTATE_SPINNING;
			self->s.powerups |= ( 1 << PW_SHOCKED );
			self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
		}
		else
		{
			self->NPC->localState = LSTATE_BACKINGUP;
		}

		self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
	}
	else if (self->client->NPC_class == CLASS_R2D2)
	{

		pain_chance = NPC_GetPainChance( self, damage );

		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			anim = self->client->ps.legsAnim;

			if ( anim == BOTH_STAND2 )	// On two legs?
			{
				anim = BOTH_PAIN1;
			}
			else						// On three legs
			{
				anim = BOTH_PAIN2;
			}

			NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

			// Spin around in pain
			self->NPC->localState = LSTATE_SPINNING;
			TIMER_Set( self, "roam", Q_irand(1000,2000));
		} 
	}
	else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
	{
		vec3_t dir;

		VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
		VectorNormalize( dir );

		VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
		self->client->ps.velocity[2] -= 127;
	}

	NPC_Pain( self, inflictor, other, point, damage, mod);
}