/* void widow_attack (edict_t *self) { float range, luck; // gi.dprintf ("widow attack\n"); if ((!self->enemy) || (!self->enemy->inuse)) return; if (self->bad_area) { if ((random() < 0.1) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } return; } // if we can't see the target, spawn stuff if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames)) { self->monsterinfo.currentmove = &widow_move_spawn; return; } range = realrange (self, self->enemy); if (range < 600) { luck = random(); if (SLOTS_LEFT >= 2) { if (luck <= 0.40) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck <= 0.7) && !(level.time < self->timestamp)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } else self->monsterinfo.currentmove = &widow_move_spawn; } else { if ((luck <= 0.50) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } } else { luck = random(); if (SLOTS_LEFT >= 2) { if (luck < 0.3) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else if ((luck < 0.65) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_spawn; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } else { if ((luck < 0.45) || (level.time < self->timestamp)) self->monsterinfo.currentmove = &widow_move_attack_pre_blaster; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &widow_move_attack_pre_rail; } } } } */ void widow_attack_blaster (edict_t *self) { self->monsterinfo.pausetime = level.time + 1.0 + (2.0*random()); // self->monsterinfo.pausetime = level.time + 100; // self->plat2flags = 0; self->monsterinfo.currentmove = &widow_move_attack_blaster; self->monsterinfo.nextframe = WidowTorso (self); }
void widow_attack_blaster(edict_t *self) { if (!self) { return; } self->monsterinfo.pausetime = level.time + 1.0 + (2.0 * random()); self->monsterinfo.currentmove = &widow_move_attack_blaster; self->monsterinfo.nextframe = WidowTorso(self); }
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"); // } }