void stalker_shoot_attack(edict_t *self) { vec3_t offset, start, f, r, dir; vec3_t end; float time, dist; trace_t trace; if (!self) { return; } if (!has_valid_enemy(self)) { return; } if (self->groundentity && (random() < 0.33)) { VectorSubtract(self->enemy->s.origin, self->s.origin, dir); dist = VectorLength(dir); if ((dist > 256) || (random() < 0.5)) { stalker_do_pounce(self, self->enemy->s.origin); } else { stalker_jump_straightup(self); } } AngleVectors(self->s.angles, f, r, NULL); VectorSet(offset, 24, 0, 6); G_ProjectSource(self->s.origin, offset, f, r, start); VectorSubtract(self->enemy->s.origin, start, dir); if (random() < (0.20 + 0.1 * skill->value)) { dist = VectorLength(dir); time = dist / 1000; VectorMA(self->enemy->s.origin, time, self->enemy->velocity, end); VectorSubtract(end, start, dir); } else { VectorCopy(self->enemy->s.origin, end); } trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT); if ((trace.ent == self->enemy) || (trace.ent == world)) { monster_fire_blaster2(self, start, dir, 15, 800, MZ2_STALKER_BLASTER, EF_BLASTER); } }
void stalker_shoot_attack (edict_t *self) { vec3_t offset, start, f, r, dir; vec3_t end; float time, dist; trace_t trace; if(!has_valid_enemy(self)) return; if(self->groundentity && random() < 0.33) { VectorSubtract (self->enemy->s.origin, self->s.origin, dir); dist = VectorLength (dir); if((dist > 256) || (random() < 0.5)) stalker_do_pounce(self, self->enemy->s.origin); else stalker_jump_straightup (self); } // FIXME -- keep this but use a custom one // if (!infront(self, self->enemy)) // return; AngleVectors (self->s.angles, f, r, NULL); VectorSet (offset, 24, 0, 6); G_ProjectSource (self->s.origin, offset, f, r, start); VectorSubtract(self->enemy->s.origin, start, dir); if(random() < (0.20 + 0.1 * skill->value)) { dist = VectorLength(dir); time = dist / 1000; VectorMA(self->enemy->s.origin, time, self->enemy->velocity, end); VectorSubtract(end, start, dir); } else VectorCopy(self->enemy->s.origin, end); trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT); if(trace.ent == self->enemy || trace.ent == world) monster_fire_blaster2(self, start, dir, 15, 800, MZ2_STALKER_BLASTER, EF_BLASTER); // else // gi.dprintf("blocked by entity %s\n", trace.ent->classname); }
void medic_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; int damage = 2; // paranoia checking if (!(self->enemy && self->enemy->inuse)) return; if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) effect = EF_BLASTER; else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28)) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); if (!strcmp(self->enemy->classname, "tesla")) damage = 3; // medic commander shoots blaster2 if (self->mass > 400) monster_fire_blaster2 (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, effect); else monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_1, effect); }
void WidowBlaster (edict_t *self) { vec3_t forward, right, target, vec, targ_angles; vec3_t start; int flashnum; int effect; if (!self->enemy) return; shotsfired++; if (!(shotsfired % 4)) effect = EF_BLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13)) { // sweep flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorSubtract (self->enemy->s.origin, start, target); vectoangles2 (target, targ_angles); VectorCopy (self->s.angles, vec); vec[PITCH] += targ_angles[PITCH]; vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1]; AngleVectors (vec, forward, NULL, NULL); monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20)) { vec3_t angles; float aim_angle, target_angle; float error; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.nextframe = WidowTorso (self); if (!self->monsterinfo.nextframe) self->monsterinfo.nextframe = self->s.frame; if (self->s.frame == FRAME_fired02a) flashnum = MZ2_WIDOW_BLASTER_0; else flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); PredictAim (self->enemy, start, 1000, true, ((random()*0.1)-0.05), forward, NULL); // clamp it to within 10 degrees of the aiming angle (where she's facing) vectoangles2 (forward, angles); // give me 100 -> -70 aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100)); if (aim_angle <= 0) aim_angle += 360; target_angle = self->s.angles[YAW] - angles[YAW]; if (target_angle <= 0) target_angle += 360; error = aim_angle - target_angle; // positive error is to entity's left, aka positive direction in engine // unfortunately, I decided that for the aim_angle, positive was right. *sigh* if (error > VARIANCE) { angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE; AngleVectors (angles, forward, NULL, NULL); } else if (error < -VARIANCE) { angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE; AngleVectors (angles, forward, NULL, NULL); } monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08)) { flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorSubtract (self->enemy->s.origin, start, target); target[2] += self->enemy->viewheight; monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } }
void WidowBlaster (edict_t *self) { vec3_t forward, right, target, vec, targ_angles; vec3_t start, end; int flashnum; int effect; if (!self->enemy) return; shotsfired++; if (!(shotsfired % 4)) effect = EF_BLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13)) { // sweep flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorCopy(self->enemy->s.origin, end); // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, target); vectoangles2 (target, targ_angles); VectorCopy (self->s.angles, vec); vec[PITCH] += targ_angles[PITCH]; vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1]; AngleVectors (vec, forward, NULL, NULL); // monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN); monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); /* if (self->s.frame == FRAME_spawn13) { VectorMA (start, 1024, forward, debugend); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (debugend); gi.multicast (start, MULTICAST_ALL); drawbbox (self); self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING; } */ } else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20)) { vec3_t angles; float aim_angle, target_angle; float error; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.nextframe = WidowTorso (self); if (!self->monsterinfo.nextframe) self->monsterinfo.nextframe = self->s.frame; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%d\n", self->monsterinfo.nextframe); if (self->s.frame == FRAME_fired02a) flashnum = MZ2_WIDOW_BLASTER_0; else flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); PredictAim (self->enemy, start, 1000, true, ((random()*0.1)-0.05), forward, NULL); // clamp it to within 10 degrees of the aiming angle (where she's facing) vectoangles2 (forward, angles); // give me 100 -> -70 aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100)); if (aim_angle <= 0) aim_angle += 360; target_angle = self->s.angles[YAW] - angles[YAW]; if (target_angle <= 0) target_angle += 360; error = aim_angle - target_angle; // positive error is to entity's left, aka positive direction in engine // unfortunately, I decided that for the aim_angle, positive was right. *sigh* if (error > VARIANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle); angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE; // if ((g_showlogic) && (g_showlogic->value)) // { // if (angles[YAW] <= 0) // angles[YAW] += 360; // gi.dprintf (" %2.2f\n", angles[YAW]); // } AngleVectors (angles, forward, NULL, NULL); } else if (error < -VARIANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle); angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE; // if ((g_showlogic) && (g_showlogic->value)) // { // if (angles[YAW] <= 0) // angles[YAW] += 360; // gi.dprintf (" %2.2f\n", angles[YAW]); // } AngleVectors (angles, forward, NULL, NULL); } // gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error); // gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]); /* if (self->s.frame == FRAME_fired20) { VectorMA (start, 512, forward, debugend); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (forward); gi.multicast (start, MULTICAST_ALL); drawbbox (self); self->monsterinfo.aiflags |= AI_HOLD_FRAME; self->monsterinfo.nextframe = FRAME_fired20; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } */ /* if (!(self->plat2flags % 3)) effect = EF_HYPERBLASTER; else effect = 0; self->plat2flags ++; */ // monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN); monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08)) { flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01; G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); VectorCopy(self->enemy->s.origin, end); // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, target); target[2] += self->enemy->viewheight; // monster_fire_blaster (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN); monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect); } // else // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("widow: firing on non-fire frame!\n"); // } }