コード例 #1
0
/*
-------------------------
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();
			}
		}
	}

}
コード例 #2
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);
	}
}
コード例 #3
0
ファイル: AI_Mark1.cpp プロジェクト: AlexXT/OpenJK
/*
-------------------------
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);
	}

}
コード例 #4
0
ファイル: AI_Mark1.cpp プロジェクト: AlexXT/OpenJK
/*
-------------------------
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();
			}
		}
	}

}