Exemplo n.º 1
0
void RT_FlyStop( gentity_t *self )
{
	self->client->ps.gravity = g_gravity->value;
	self->svFlags &= ~SVF_CUSTOM_GRAVITY;
	self->client->moveType = MT_RUNJUMP;
	//Stop the effect
	self->client->jetPackTime = 0;
	if ( self->genericBolt1 != -1 )
	{
		G_StopEffect("rockettrooper/flameNEW", self->playerModel, self->genericBolt1, self->s.number );
	}
	if ( self->genericBolt2 != -1 )
	{
		G_StopEffect("rockettrooper/flameNEW", self->playerModel, self->genericBolt2, self->s.number );
	}
	//stop jet loop sound
	self->s.loopSound = 0;
	G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_land.wav" );

	if ( self->NPC )
	{
		self->count = 0; // SEEKER shot ammo count
		TIMER_Set( self, "jetRecharge", Q_irand( 1000, 5000 ) );
		TIMER_Set( self, "jumpChaseDebounce", Q_irand( 500, 2000 ) );
	}
}
Exemplo n.º 2
0
void TouchTieBomb( gentity_t *self, gentity_t *other, trace_t *trace )
{
	// Stop the effect.
	G_StopEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), self->playerModel, gi.G2API_AddBolt( &self->ghoul2[0], "model_root" ), self->s.number );

	self->e_ThinkFunc = thinkF_G_FreeEntity;
	self->nextthink = level.time + FRAMETIME;
	G_PlayEffect( G_EffectIndex( "ships/tiebomber_explosion2" ), self->currentOrigin, self->currentAngles );
	G_RadiusDamage( self->currentOrigin, self, 900, 500, self, MOD_EXPLOSIVE_SPLASH );
}
Exemplo n.º 3
0
/*
-------------------------
NPC_Howler_Pain
-------------------------
*/
void NPC_Howler_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) 
{
	if ( !self || !self->NPC )
	{
		return;
	}

	if ( self->NPC->localState != LSTATE_BERZERK )//damage >= 10 )
	{
		self->NPC->stats.aggression += damage;
		self->NPC->localState = LSTATE_WAITING;

		TIMER_Remove( self, "attacking" );

		VectorCopy( self->NPC->lastPathAngles, self->s.angles );

		//if ( self->client->ps.legsAnim == BOTH_GESTURE1 )
		{
			G_StopEffect( G_EffectIndex( "howler/sonic" ), self->playerModel, self->genericBolt1, self->s.number );
		}

		NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
		TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );//2900 );

		if ( self->health > HOWLER_PANIC_HEALTH )
		{//still have some health left
			if ( Q_irand( 0, self->max_health ) > self->health )//FIXME: or check damage?
			{//back off!
				TIMER_Set( self, "standing", -level.time );
				TIMER_Set( self, "running", -level.time );
				TIMER_Set( self, "walking", -level.time );
				TIMER_Set( self, "retreating", Q_irand( 1000, 5000 ) );
			}
			else
			{//go after him!
				TIMER_Set( self, "standing", -level.time );
				TIMER_Set( self, "running", self->client->ps.legsAnimTimer+Q_irand(3000,6000) );
				TIMER_Set( self, "walking", -level.time );
				TIMER_Set( self, "retreating", -level.time );
			}
		}
		else if ( self->NPC )
		{//panic!
			if ( Q_irand( 0, 1 ) )
			{//berzerk
				self->NPC->localState = LSTATE_BERZERK;
			}
			else
			{//flee
				self->NPC->localState = LSTATE_FLEE;
				TIMER_Set( self, "flee", Q_irand( 10000, 30000 ) );
			}
		}
	}
}
Exemplo n.º 4
0
void Boba_StopFlameThrower( gentity_t *self )
{
	if ( self->s.number < MAX_CLIENTS )
	{
		self->client->ps.torsoAnimTimer  =	0;
		G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number);
		return;
	}
	if ((NPCInfo->aiFlags&NPCAI_FLAMETHROW))
	{
		self->NPC->aiFlags				&= ~NPCAI_FLAMETHROW;
		self->client->ps.torsoAnimTimer  =	0;

		TIMER_Set( self, "flameTime",			0);
		TIMER_Set( self, "nextAttackDelay",		0);
		TIMER_Set( self, "Boba_TacticsSelect",	0);

	//	G_SoundOnEnt( self, CHAN_WEAPON, "sound/effects/flameoff.mp3" );
		G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number);

		Boba_Printf("FlameThrower OFF");
	}
}
Exemplo n.º 5
0
// Like a think or move command, this updates various vehicle properties.
bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
{
	if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) )
	{
		return false;
	}

	// See whether this vehicle should be exploding.
	if ( pVeh->m_iDieTime != 0 )
	{
		pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
	}

	// Update move direction.
#ifndef _JK2MP //this makes prediction unhappy, and rightfully so.
	gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;

	if ( pVeh->m_ulFlags & VEH_FLYING )
	{
		vec3_t vVehAngles;
		VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0 );
		AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
	}
	else
	{
		vec3_t vVehAngles;
		VectorSet(vVehAngles, pVeh->m_vOrientation[PITCH], pVeh->m_vOrientation[YAW], 0 );
		AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
	}

	// Check For A Strafe Ram
	//------------------------
	if (!(pVeh->m_ulFlags&VEH_STRAFERAM) && !(pVeh->m_ulFlags&VEH_FLYING))
	{
		// Started A Strafe
		//------------------
		if (pVeh->m_ucmd.rightmove && !parentPS->hackingTime)
		{
			parentPS->hackingTime = (pVeh->m_ucmd.rightmove>0)?(level.time):(-1*level.time);
		}

		// Ended A Strafe
		//----------------
		else if (!pVeh->m_ucmd.rightmove && parentPS->hackingTime)
		{
			// If It Was A Short Burst, Start The Strafe Ram
			//-----------------------------------------------
			if ((level.time - abs(parentPS->hackingTime))<300)
			{
				if (!VEH_StartStrafeRam(pVeh, (parentPS->hackingTime>0)))
				{
					parentPS->hackingTime = 0;
				}
			}

			// Otherwise, Clear The Timer
			//----------------------------
			else
			{
				parentPS->hackingTime = 0;
			}
		}
	}

	// If Currently In A StrafeRam, Check To See If It Is Done (Timed Out)
	//---------------------------------------------------------------------
  	else if (!parentPS->hackingTime)
	{
		pVeh->m_ulFlags &=~VEH_STRAFERAM;
	}


	// Exhaust Effects Start And Stop When The Accelerator Is Pressed
	//----------------------------------------------------------------
	if (pVeh->m_pVehicleInfo->iExhaustFX)
	{
		// Start It On Each Exhaust Bolt
		//-------------------------------
		if (pVeh->m_ucmd.forwardmove && !(pVeh->m_ulFlags&VEH_ACCELERATORON))
		{
			pVeh->m_ulFlags |= VEH_ACCELERATORON;
			for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
			{
				G_PlayEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number, parent->currentOrigin, 1,	qtrue);
			}
		}

		// Stop It On Each Exhaust Bolt
		//------------------------------
		else if (!pVeh->m_ucmd.forwardmove && (pVeh->m_ulFlags&VEH_ACCELERATORON))
		{
			pVeh->m_ulFlags &=~VEH_ACCELERATORON;
			for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
			{
				G_StopEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number);
			}
		}
	}

	if (!(pVeh->m_ulFlags&VEH_ARMORLOW) && (pVeh->m_iArmor <= pVeh->m_pVehicleInfo->armor/3))
	{
		pVeh->m_ulFlags |= VEH_ARMORLOW;

	}

	// Armor Gone Effects (Fire)
	//---------------------------
	if (pVeh->m_pVehicleInfo->iArmorGoneFX)
	{
		if (!(pVeh->m_ulFlags&VEH_ARMORGONE) && (pVeh->m_iArmor <= 0))
		{
			pVeh->m_ulFlags |= VEH_ARMORGONE;
			G_PlayEffect(pVeh->m_pVehicleInfo->iArmorGoneFX, parent->playerModel, parent->crotchBolt, parent->s.number, parent->currentOrigin, 1, qtrue);
			parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
		}
	}
#endif

	return true;
}
Exemplo n.º 6
0
/*
===============
NPC_Pain
===============
*/
void NPC_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc )
{
	team_t otherTeam = TEAM_FREE;
	int		voiceEvent = -1;

	if ( self->NPC == NULL )
		return;

	if ( other == NULL )
		return;

	//or just remove ->pain in player_die?
	if ( self->client->ps.pm_type == PM_DEAD )
		return;

	if ( other == self )
		return;

	other = G_CheckControlledTurretEnemy(self, other, qfalse);
	if (!other)
	{
		return;
	}

	//MCG: Ignore damage from your own team for now
	if ( other->client )
	{
		otherTeam = other->client->playerTeam;
	//	if ( otherTeam == TEAM_DISGUISE )
	//	{
	//		otherTeam = TEAM_PLAYER;
	//	}
	}

	if ( self->client->playerTeam
		&& other->client
		&& otherTeam == self->client->playerTeam
		&& (!player->client->ps.viewEntity || other->s.number != player->client->ps.viewEntity))
	{//hit by a teammate
		if ( other != self->enemy && self != other->enemy )
		{//we weren't already enemies
			if ( self->enemy || other->enemy
				|| (other->s.number&&other->s.number!=player->client->ps.viewEntity)
				/*|| (!other->s.number&&Q_irand( 0, 3 ))*/ )
			{//if one of us actually has an enemy already, it's okay, just an accident OR wasn't hit by player or someone controlled by player OR player hit ally and didn't get 25% chance of getting mad (FIXME:accumulate anger+base on diff?)
				//FIXME: player should have to do a certain amount of damage to ally or hit them several times to make them mad
				//Still run pain and flee scripts
				if ( self->client && self->NPC )
				{//Run any pain instructions
					if ( self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
					{

					}
					else// if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
					{
						G_ActivateBehavior(self, BSET_PAIN);
					}
				}
				if ( damage != -1 )
				{//-1 == don't play pain anim
					//Set our proper pain animation
					if ( Q_irand( 0, 1 ) )
					{
						NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
					}
					else
					{
						NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
					}
				}
				return;
			}
			else if ( self->NPC && !other->s.number )//should be assumed, but...
			{//dammit, stop that!
				if ( self->NPC->charmedTime > level.time )
				{//mindtricked
					return;
				}
				else if ( self->NPC->ffireCount < 3+((2-g_spskill->integer)*2) )
				{//not mad enough yet
					//Com_Printf( "chck: %d < %d\n", self->NPC->ffireCount, 3+((2-g_spskill->integer)*2) );
					if ( damage != -1 )
					{//-1 == don't play pain anim
						//Set our proper pain animation
						if ( Q_irand( 0, 1 ) )
						{
							NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
						}
						else
						{
							NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
						}
					}
					return;
				}
				else if ( G_ActivateBehavior( self, BSET_FFIRE ) )
				{//we have a specific script to run, so do that instead
					return;
				}
				else
				{//okay, we're going to turn on our ally, we need to set and lock our enemy and put ourselves in a bstate that lets us attack him (and clear any flags that would stop us)
					self->NPC->blockedSpeechDebounceTime = 0;
					voiceEvent = EV_FFTURN;
					self->NPC->behaviorState = self->NPC->tempBehavior = self->NPC->defaultBehavior = BS_DEFAULT;
					other->flags &= ~FL_NOTARGET;
					self->svFlags &= ~(SVF_IGNORE_ENEMIES|SVF_ICARUS_FREEZE|SVF_NO_COMBAT_SOUNDS);
					G_SetEnemy( self, other );
					self->svFlags |= SVF_LOCKEDENEMY;
					self->NPC->scriptFlags &= ~(SCF_DONT_FIRE|SCF_CROUCHED|SCF_WALKING|SCF_NO_COMBAT_TALK|SCF_FORCED_MARCH);
					self->NPC->scriptFlags |= (SCF_CHASE_ENEMIES|SCF_NO_MIND_TRICK);
					//NOTE: we also stop ICARUS altogether
					stop_icarus = qtrue;
					if ( !killPlayerTimer )
					{
						killPlayerTimer = level.time + 10000;
					}
				}
			}
		}
	}

	SaveNPCGlobals();
	SetNPCGlobals( self );

	//Do extra bits
	if ( NPCInfo->ignorePain == qfalse )
	{
		NPCInfo->confusionTime = 0;//clear any charm or confusion, regardless
		if ( NPC->ghoul2.size() && NPC->headBolt != -1 )
		{
			G_StopEffect("force/confusion", NPC->playerModel, NPC->headBolt, NPC->s.number );
		}
		if ( damage != -1 )
		{//-1 == don't play pain anim
			//Set our proper pain animation
			NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, voiceEvent );
		}
		//Check to take a new enemy
		if ( NPC->enemy != other && NPC != other )
		{//not already mad at them
			//if it's an eweb or emplaced gun, get mad at the owner, not the gun
			NPC_CheckAttacker( other, mod );
		}
	}

	//Attempt to run any pain instructions
	if ( self->client && self->NPC )
	{
		//FIXME: This needs better heuristics perhaps
		if(self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
		{
		}
		else //if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
		{
			G_ActivateBehavior(self, BSET_PAIN);
		}
	}

	//Attempt to fire any paintargets we might have
	if( self->paintarget && self->paintarget[0] )
	{
		G_UseTargets2(self, other, self->paintarget);
	}

	if (self->client && self->client->NPC_class==CLASS_BOBAFETT)
	{
		Boba_Pain( self, inflictor, damage, mod);
	}


	RestoreNPCGlobals();
}
Exemplo n.º 7
0
void G_StopEffect(const char *name, const int modelIndex, const int boltIndex, const int entNum )
{
	G_StopEffect( G_EffectIndex( name ), modelIndex, boltIndex, entNum );
}