void Pilot_Update_Enemy() { if (!TIMER_Exists(NPC, "PilotRemoveTime")) { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } if (TIMER_Done(NPC, "NextPilotCheckEnemyTime")) { TIMER_Set(NPC, "NextPilotCheckEnemyTime", Q_irand(1000,2000)); if (NPC->enemy && Distance(NPC->currentOrigin, NPC->enemy->currentOrigin)>1000.0f) { mPilotViewTraceCount ++; gi.trace(&mPilotViewTrace, NPC->currentOrigin, 0, 0, NPC->enemy->currentOrigin, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0); if ((mPilotViewTrace.allsolid==qfalse) && (mPilotViewTrace.startsolid==qfalse ) && ((mPilotViewTrace.entityNum==NPC->enemy->s.number)||(mPilotViewTrace.entityNum==NPC->enemy->s.m_iVehicleNum))) { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } } else { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } } if (TIMER_Done(NPC, "PilotRemoveTime")) { if (NPCInfo->greetEnt->owner==NPC) { NPCInfo->greetEnt->e_ThinkFunc = thinkF_G_FreeEntity; NPCInfo->greetEnt->nextthink = level.time; } NPC->e_ThinkFunc = thinkF_G_FreeEntity; NPC->nextthink = level.time; } }
//------------------------------ void Howler_Attack( void ) { if ( !TIMER_Exists( NPC, "attacking" )) { // Going to do ATTACK1 TIMER_Set( NPC, "attacking", 1700 + random() * 200 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage } // Need to do delayed damage since the attack animations encapsulate multiple mini-attacks if ( TIMER_Done2( NPC, "attack_dmg", qtrue )) { Howler_TryDamage( NPC->enemy, 5 ); } // Just using this to remove the attacking flag at the right time TIMER_Done2( NPC, "attacking", qtrue ); }
void Rancor_Attack( float distance, qboolean doCharge ) { if ( !TIMER_Exists( NPCS.NPC, "attacking" ) ) { if ( NPCS.NPC->count == 2 && NPCS.NPC->activator ) { } else if ( NPCS.NPC->count == 1 && NPCS.NPC->activator ) {//holding enemy if ( NPCS.NPC->activator->health > 0 && Q_irand( 0, 1 ) ) {//quick bite NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attack_dmg", 450 ); } else {//full eat NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attack_dmg", 900 ); //Make victim scream in fright if ( NPCS.NPC->activator->health > 0 && NPCS.NPC->activator->client ) { G_AddEvent( NPCS.NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 ); NPC_SetAnim( NPCS.NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); if ( NPCS.NPC->activator->NPC ) {//no more thinking for you TossClientItems( NPCS.NPC ); NPCS.NPC->activator->NPC->nextBStateThink = Q3_INFINITE; } } } } else if ( NPCS.NPC->enemy->health > 0 && doCharge ) {//charge vec3_t fwd, yawAng; VectorSet( yawAng, 0, NPCS.NPC->client->ps.viewangles[YAW], 0 ); AngleVectors( yawAng, fwd, NULL, NULL ); VectorScale( fwd, distance*1.5f, NPCS.NPC->client->ps.velocity ); NPCS.NPC->client->ps.velocity[2] = 150; NPCS.NPC->client->ps.groundEntityNum = ENTITYNUM_NONE; NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_MELEE2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attack_dmg", 1250 ); } else if ( !Q_irand(0, 1) ) {//smash NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attack_dmg", 1000 ); } else {//try to grab NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attack_dmg", 1000 ); } TIMER_Set( NPCS.NPC, "attacking", NPCS.NPC->client->ps.legsTimer + random() * 200 ); } // Need to do delayed damage since the attack animations encapsulate multiple mini-attacks if ( TIMER_Done2( NPCS.NPC, "attack_dmg", qtrue ) ) { vec3_t shakePos; switch ( NPCS.NPC->client->ps.legsAnim ) { case BOTH_MELEE1: Rancor_Smash(); G_GetBoltPosition( NPCS.NPC, NPCS.NPC->client->renderInfo.handLBolt, shakePos, 0 ); G_ScreenShake( shakePos, NULL, 4.0f, 1000, qfalse ); //CGCam_Shake( 1.0f*playerDist/128.0f, 1000 ); break; case BOTH_MELEE2: Rancor_Bite(); TIMER_Set( NPCS.NPC, "attack_dmg2", 450 ); break; case BOTH_ATTACK1: if ( NPCS.NPC->count == 1 && NPCS.NPC->activator ) { G_Damage( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC, vec3_origin, NPCS.NPC->activator->r.currentOrigin, Q_irand( 25, 40 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE ); if ( NPCS.NPC->activator->health <= 0 ) {//killed him //make it look like we bit his head off //NPC->activator->client->dismembered = qfalse; G_Dismember( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC->activator->r.currentOrigin, G2_MODELPART_HEAD, 90, 0, NPCS.NPC->activator->client->ps.torsoAnim, qtrue); //G_DoDismemberment( NPC->activator, NPC->activator->r.currentOrigin, MOD_SABER, 1000, HL_HEAD, qtrue ); NPCS.NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE; NPCS.NPC->activator->client->ps.forceHandExtendTime = 0; NPC_SetAnim( NPCS.NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); } G_Sound( NPCS.NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) ); } break; case BOTH_ATTACK2: //try to grab Rancor_Swing( qtrue ); break; case BOTH_ATTACK3: if ( NPCS.NPC->count == 1 && NPCS.NPC->activator ) { //cut in half if ( NPCS.NPC->activator->client ) { //NPC->activator->client->dismembered = qfalse; G_Dismember( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC->activator->r.currentOrigin, G2_MODELPART_WAIST, 90, 0, NPCS.NPC->activator->client->ps.torsoAnim, qtrue); //G_DoDismemberment( NPC->activator, NPC->enemy->r.currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue ); } //KILL G_Damage( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC, vec3_origin, NPCS.NPC->activator->r.currentOrigin, NPCS.NPC->enemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE );//, HL_NONE );// if ( NPCS.NPC->activator->client ) { NPCS.NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE; NPCS.NPC->activator->client->ps.forceHandExtendTime = 0; NPC_SetAnim( NPCS.NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); } TIMER_Set( NPCS.NPC, "attack_dmg2", 1350 ); G_Sound( NPCS.NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) ); G_AddEvent( NPCS.NPC->activator, EV_JUMP, NPCS.NPC->activator->health ); } break; } } else if ( TIMER_Done2( NPCS.NPC, "attack_dmg2", qtrue ) ) { switch ( NPCS.NPC->client->ps.legsAnim ) { case BOTH_MELEE1: break; case BOTH_MELEE2: Rancor_Bite(); break; case BOTH_ATTACK1: break; case BOTH_ATTACK2: break; case BOTH_ATTACK3: if ( NPCS.NPC->count == 1 && NPCS.NPC->activator ) {//swallow victim G_Sound( NPCS.NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) ); //FIXME: sometimes end up with a live one in our mouths? //just make sure they're dead if ( NPCS.NPC->activator->health > 0 ) { //cut in half //NPC->activator->client->dismembered = qfalse; G_Dismember( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC->activator->r.currentOrigin, G2_MODELPART_WAIST, 90, 0, NPCS.NPC->activator->client->ps.torsoAnim, qtrue); //G_DoDismemberment( NPC->activator, NPC->enemy->r.currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue ); //KILL G_Damage( NPCS.NPC->activator, NPCS.NPC, NPCS.NPC, vec3_origin, NPCS.NPC->activator->r.currentOrigin, NPCS.NPC->enemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE );//, HL_NONE ); NPCS.NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE; NPCS.NPC->activator->client->ps.forceHandExtendTime = 0; NPC_SetAnim( NPCS.NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); G_AddEvent( NPCS.NPC->activator, EV_JUMP, NPCS.NPC->activator->health ); } if ( NPCS.NPC->activator->client ) {//*sigh*, can't get tags right, just remove them? NPCS.NPC->activator->client->ps.eFlags |= EF_NODRAW; } NPCS.NPC->count = 2; TIMER_Set( NPCS.NPC, "clearGrabbed", 2600 ); } break; } } else if ( NPCS.NPC->client->ps.legsAnim == BOTH_ATTACK2 ) { if ( NPCS.NPC->client->ps.legsTimer >= 1200 && NPCS.NPC->client->ps.legsTimer <= 1350 ) { if ( Q_irand( 0, 2 ) ) { Rancor_Swing( qfalse ); } else { Rancor_Swing( qtrue ); } } else if ( NPCS.NPC->client->ps.legsTimer >= 1100 && NPCS.NPC->client->ps.legsTimer <= 1550 ) { Rancor_Swing( qtrue ); } } // Just using this to remove the attacking flag at the right time TIMER_Done2( NPCS.NPC, "attacking", qtrue ); }
static void Howler_Attack( float enemyDist, qboolean howl ) { int dmg = (NPCInfo->localState==LSTATE_BERZERK)?5:2; vec3_t boltOrg; vec3_t fwd; if ( !TIMER_Exists( NPC, "attacking" )) { int attackAnim = BOTH_GESTURE1; // Going to do an attack if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps ) && enemyDist <= MIN_DISTANCE ) { attackAnim = BOTH_ATTACK2; } else if ( !Q_irand( 0, 4 ) || howl ) {//howl attack //G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" ); } else if ( enemyDist > MIN_DISTANCE && Q_irand( 0, 1 ) ) {//lunge attack //jump foward vec3_t fwd, yawAng; VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 ); AngleVectors( yawAng, fwd, NULL, NULL ); VectorScale( fwd, (enemyDist*3.0f), NPC->client->ps.velocity ); NPC->client->ps.velocity[2] = 200; NPC->client->ps.groundEntityNum = ENTITYNUM_NONE; attackAnim = BOTH_ATTACK1; } else {//tongue attack attackAnim = BOTH_ATTACK2; } NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_RESTART ); if ( NPCInfo->localState == LSTATE_BERZERK ) {//attack again right away TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer ); } else { TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + Q_irand( 0, 1500 ) );//FIXME: base on skill TIMER_Set( NPC, "standing", -level.time ); TIMER_Set( NPC, "walking", -level.time ); TIMER_Set( NPC, "running", NPC->client->ps.legsTimer + 5000 ); } TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage } // Need to do delayed damage since the attack animations encapsulate multiple mini-attacks switch ( NPC->client->ps.legsAnim ) { case BOTH_ATTACK1: case BOTH_MELEE1: if ( NPC->client->ps.legsTimer > 650//more than 13 frames left && BG_AnimLength( NPC->localAnimIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsTimer >= 800 )//at least 16 frames into anim { Howler_TryDamage( dmg, qfalse, qfalse ); } break; case BOTH_ATTACK2: case BOTH_MELEE2: if ( NPC->client->ps.legsTimer > 350//more than 7 frames left && BG_AnimLength( NPC->localAnimIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsTimer >= 550 )//at least 11 frames into anim { Howler_TryDamage( dmg, qtrue, qfalse ); } break; case BOTH_GESTURE1: { if ( NPC->client->ps.legsTimer > 1800//more than 36 frames left && BG_AnimLength( NPC->localAnimIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsTimer >= 950 )//at least 19 frames into anim { Howler_Howl(); if ( !NPC->count ) { //RAFIXME - this probably won't work correctly. G_GetBoltPosition(NPC, NPC->NPC->genericBolt1, boltOrg, 0); AngleVectors( NPC->client->ps.viewangles, fwd, NULL, NULL ); G_PlayEffectID( G_EffectIndex( "howler/sonic" ), boltOrg, fwd); //G_PlayEffect( G_EffectIndex( "howler/sonic" ), NPC->ghoul2, NPC->NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 4750, qtrue ); G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" ); NPC->count = 1; } } } break; default: //anims seem to get reset after a load, so just stop attacking and it will restart as needed. TIMER_Remove( NPC, "attacking" ); break; } // Just using this to remove the attacking flag at the right time TIMER_Done2( NPC, "attacking", qtrue ); }
//------------------------------ void Wampa_Attack( float distance, qboolean doCharge ) { if ( !TIMER_Exists( NPC, "attacking" ) ) { if ( Q_irand(0, 2) && !doCharge ) {//double slash NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack_dmg", 750 ); } else if ( doCharge || (distance > 270 && distance < 430 && !Q_irand(0, 1)) ) {//leap vec3_t fwd, yawAng; VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack_dmg", 500 ); AngleVectors( yawAng, fwd, NULL, NULL ); VectorScale( fwd, distance*1.5f, NPC->client->ps.velocity ); NPC->client->ps.velocity[2] = 150; NPC->client->ps.groundEntityNum = ENTITYNUM_NONE; } else {//backhand NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack_dmg", 250 ); } TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + random() * 200 ); //allow us to re-evaluate our running speed/anim TIMER_Set( NPC, "runfar", -1 ); TIMER_Set( NPC, "runclose", -1 ); TIMER_Set( NPC, "walk", -1 ); } // Need to do delayed damage since the attack animations encapsulate multiple mini-attacks if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) ) { switch ( NPC->client->ps.legsAnim ) { case BOTH_ATTACK1: Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse ); //do second hit TIMER_Set( NPC, "attack_dmg2", 100 ); break; case BOTH_ATTACK2: Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse ); TIMER_Set( NPC, "attack_dmg2", 100 ); break; case BOTH_ATTACK3: Wampa_Slash( NPC->client->renderInfo.handLBolt, qtrue ); break; } } else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) ) { switch ( NPC->client->ps.legsAnim ) { case BOTH_ATTACK1: Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse ); break; case BOTH_ATTACK2: Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse ); break; } } // Just using this to remove the attacking flag at the right time TIMER_Done2( NPC, "attacking", qtrue ); if ( NPC->client->ps.legsAnim == BOTH_ATTACK1 && distance > (NPC->r.maxs[0]+MIN_DISTANCE) ) {//okay to keep moving ucmd.buttons |= BUTTON_WALKING; Wampa_Move( 1 ); } }