void NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc, int voiceEvent = -1 ) { //If we've already taken pain, then don't take it again if ( level.time < self->painDebounceTime && mod != MOD_ELECTROCUTE && mod != MOD_MELEE ) {//FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim? return; } int pain_anim = -1; float pain_chance; if ( self->s.weapon == WP_THERMAL && self->client->fireDelay > 0 ) {//don't interrupt thermal throwing anim return; } else if (self->client->ps.powerups[PW_GALAK_SHIELD]) { return; } else if ( self->client->NPC_class == CLASS_GALAKMECH ) { if ( hitLoc == HL_GENERIC1 ) {//hit the antenna! pain_chance = 1.0f; self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 ); } else if ( self->client->ps.powerups[PW_GALAK_SHIELD] ) {//shield up return; } else if ( self->health > 200 && damage < 100 ) {//have a *lot* of health pain_chance = 0.05f; } else {//the lower my health and greater the damage, the more likely I am to play a pain anim pain_chance = (200.0f-self->health)/100.0f + damage/50.0f; } } else if ( self->client && self->client->playerTeam == TEAM_PLAYER && other && !other->s.number ) {//ally shot by player always complains pain_chance = 1.1f; } else { if ( other && (other->s.weapon == WP_SABER || mod == MOD_ELECTROCUTE || mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/) ) { if ( self->client->ps.weapon == WP_SABER && other->s.number < MAX_CLIENTS ) {//hmm, shouldn't *always* react to damage from player if I have a saber pain_chance = 1.05f - ((self->NPC->rank)/(float)RANK_CAPTAIN); } else { pain_chance = 1.0f;//always take pain from saber } } else if ( mod == MOD_GAS ) { pain_chance = 1.0f; } else if ( mod == MOD_MELEE ) {//higher in rank (skill) we are, less likely we are to be fazed by a punch pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN); } else if ( self->client->NPC_class == CLASS_PROTOCOL ) { pain_chance = 1.0f; } else { pain_chance = NPC_GetPainChance( self, damage ); } if ( self->client->NPC_class == CLASS_DESANN ) { pain_chance *= 0.5f; } } //See if we're going to flinch if ( Q_flrand(0.0f, 1.0f) < pain_chance ) { //Pick and play our animation if ( (self->client->ps.eFlags&EF_FORCE_GRIPPED) ) { G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } else if ( mod == MOD_GAS ) { //SIGH... because our choke sounds are inappropriately long, I have to debounce them in code! if ( TIMER_Done( self, "gasChokeSound" ) ) { TIMER_Set( self, "gasChokeSound", Q_irand( 1000, 2000 ) ); G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } } else if ( (self->client->ps.eFlags&EF_FORCE_DRAINED) ) { NPC_SetPainEvent( self ); } else {//not being force-gripped or force-drained if ( G_CheckForStrongAttackMomentum( self ) || PM_SpinningAnim( self->client->ps.legsAnim ) || PM_SaberInSpecialAttack( self->client->ps.torsoAnim ) || PM_InKnockDown( &self->client->ps ) || PM_RollingAnim( self->client->ps.legsAnim ) || (PM_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) ) {//strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain return; } else {//play an anim if ( self->client->NPC_class == CLASS_GALAKMECH ) {//only has 1 for now //FIXME: never plays this, it seems... pain_anim = BOTH_PAIN1; } else if ( mod == MOD_MELEE ) { pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 ); } else if ( self->s.weapon == WP_SABER ) {//temp HACK: these are the only 2 pain anims that look good when holding a saber pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 ); } else if ( mod != MOD_ELECTROCUTE ) { pain_anim = G_PickPainAnim( self, point, damage, hitLoc ); } if ( pain_anim == -1 ) { pain_anim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN18 ); } self->client->ps.saberAnimLevel = SS_FAST;//next attack must be a quick attack self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in int parts = SETANIM_BOTH; if ( PM_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) ) { parts = SETANIM_LEGS; } self->NPC->aiFlags &= ~NPCAI_KNEEL; NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } if ( voiceEvent != -1 ) { G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) ); } else { NPC_SetPainEvent( self ); } } //Setup the timing for it if ( mod == MOD_ELECTROCUTE ) { self->painDebounceTime = level.time + 4000; } self->painDebounceTime = level.time + PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t) pain_anim ); self->client->fireDelay = 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 ) ); } } } }
void NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, vec3_t point, int damage, int mod, int hitLoc, int voiceEvent ) { int pain_anim = -1; float pain_chance; //If we've already taken pain, then don't take it again if ( level.time < self->painDebounceTime && /*mod != MOD_ELECTROCUTE &&*/ mod != MOD_MELEE ) //rwwFIXMEFIXME: MOD_ELECTROCUTE { //FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim? return; } if ( self->s.weapon == WP_THERMAL && self->client->ps.weaponTime > 0 ) { //don't interrupt thermal throwing anim return; } else if ( self->client->NPC_class == CLASS_GALAKMECH ) { if ( hitLoc == HL_GENERIC1 ) { //hit the antenna! pain_chance = 1.0f; // self->s.powerups |= ( 1 << PW_SHOCKED ); // self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 ); //rwwFIXMEFIXME: support for this } // else if ( self->client->ps.powerups[PW_GALAK_SHIELD] ) // {//shield up // return; // } //rwwFIXMEFIXME: and this else if ( self->health > 200 && damage < 100 ) { //have a *lot* of health pain_chance = 0.05f; } else { //the lower my health and greater the damage, the more likely I am to play a pain anim pain_chance = (200.0f-self->health)/100.0f + damage/50.0f; } } else if ( self->client && self->client->playerTeam == NPCTEAM_PLAYER && other && !other->s.number ) { //ally shot by player always complains pain_chance = 1.1f; } else { if ( other && other->s.weapon == WP_SABER || /*mod == MOD_ELECTROCUTE ||*/ mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/ ) { pain_chance = 1.0f;//always take pain from saber } else if ( mod == MOD_MELEE ) { //higher in rank (skill) we are, less likely we are to be fazed by a punch pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN); } else if ( self->client->NPC_class == CLASS_PROTOCOL ) { pain_chance = 1.0f; } else { pain_chance = NPC_GetPainChance( self, damage ); } if ( self->client->NPC_class == CLASS_DESANN ) { pain_chance *= 0.5f; } } //See if we're going to flinch if ( random() < pain_chance ) { int animLength; //Pick and play our animation if ( self->client->ps.fd.forceGripBeingGripped < level.time ) { //not being force-gripped or force-drained if ( /*G_CheckForStrongAttackMomentum( self ) //rwwFIXMEFIXME: Is this needed? ||*/ PM_SpinningAnim( self->client->ps.legsAnim ) || BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) || PM_InKnockDown( &self->client->ps ) || PM_RollingAnim( self->client->ps.legsAnim ) || (BG_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) ) { //strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain } else { //play an anim int parts; if ( self->client->NPC_class == CLASS_GALAKMECH ) { //only has 1 for now //FIXME: never plays this, it seems... pain_anim = BOTH_PAIN1; } else if ( mod == MOD_MELEE ) { pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 ); } else if ( self->s.weapon == WP_SABER ) { //temp HACK: these are the only 2 pain anims that look good when holding a saber pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 ); } /* else if ( mod != MOD_ELECTROCUTE ) { pain_anim = G_PickPainAnim( self, point, damage, hitLoc ); } */ if ( pain_anim == -1 ) { pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN1, BOTH_PAIN18 ); } self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in parts = SETANIM_BOTH; if ( BG_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) ) { parts = SETANIM_LEGS; } if (pain_anim != -1) { NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } if ( voiceEvent != -1 ) { G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) ); } else { NPC_SetPainEvent( self ); } } else { G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } //Setup the timing for it /* if ( mod == MOD_ELECTROCUTE ) { self->painDebounceTime = level.time + 4000; } */ animLength = bgAllAnims[self->localAnimIndex].anims[pain_anim].numFrames * fabs((float)(bgHumanoidAnimations[pain_anim].frameLerp)); self->painDebounceTime = level.time + animLength; self->client->ps.weaponTime = 0; } }
void NPC_ChoosePainAnimation( gentity_t *self, int damage ) { //If we've already taken pain, then don't take it again if ( level.time < self->painDebounceTime ) return; int pain_anim; float pain_chance = NPC_GetPainChance( self, damage ); //See what we want to do switch( (int) self->client->playerTeam ) { //Crewmembers shouldn't base their pain on skill level case TEAM_STARFLEET: //Don't always take pain pain_chance = 0.25f; //25% break; case TEAM_BOTS: //Never take pain if ( ( Q_stricmp( self->NPC_type, "warriorbot" ) == 0 ) || ( Q_stricmp( self->NPC_type, "warriorbot_boss" ) == 0 ) ) { //Have to hit them hard to make them flinch if ( damage < 50 ) return; //Take it less often pain_chance *= 0.5f; } break; case TEAM_FORGE: //Never take pain if ( Q_stricmp( self->NPC_type, "Vohrsoth" ) == 0 ) return; break; //Hirogen Alpha does special shield maintenance case TEAM_HIROGEN: if ( Q_stricmp( self->NPC_type, "hirogenalpha" ) == 0 ) { if ( Q_irand( 0, 1 ) ) { //Set our pain animation self->painDebounceTime = level.time + 1000; NPC_SetAnim(self,SETANIM_BOTH,BOTH_PAIN1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } else { //Enraged self->painDebounceTime = level.time + 1000; NPC_SetAnim(self,SETANIM_BOTH,BOTH_POWERUP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } //Turn the shield back on immediately, only allow one hit per shield drop //FIXME: Is this reliable? if ( self->client->ps.powerups[ PW_HIROGEN_SHIELD ] != -1 && !self->NPC->ignorePain ) { self->s.powerups |= ( 1 << PW_HIROGEN_SHIELD ); self->client->ps.powerups[ PW_HIROGEN_SHIELD ] = level.time + 10000; NPC_SetPainEvent( self ); } return; } break; //All other NPC pain reactions default: break; } //See if we're going to flinch if ( random() < pain_chance ) { //Pick and play our animation pain_anim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN3 ); //initialize to good data NPC_SetAnim( self, SETANIM_BOTH, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); //Setup the timing for it self->painDebounceTime = level.time + PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t) pain_anim ); self->client->fireDelay = 0; NPC_SetPainEvent( self ); } }