Exemplo n.º 1
0
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Probe_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	float	pain_chance;
	gentity_t *other = attacker;
	int mod = gPainMOD;
	
	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) // demp2 always messes them up real good
	{
		vec3_t endPos;
		trace_t	trace;

		VectorSet( endPos, self->r.currentOrigin[0], self->r.currentOrigin[1], self->r.currentOrigin[2] - 128 );
		trap_Trace( &trace, self->r.currentOrigin, NULL, NULL, endPos, self->s.number, MASK_SOLID );

		if ( trace.fraction == 1.0f || mod == MOD_DEMP2 ) // demp2 always does this
		{
			/*
			if (self->client->clientInfo.headModel != 0)
			{
				vec3_t origin;

				VectorCopy(self->r.currentOrigin,origin);
				origin[2] +=50;
//				G_PlayEffect( "small_chunks", origin );
				G_PlayEffect( "chunks/probehead", origin );
				G_PlayEffect( "env/med_explode2", origin );
				self->client->clientInfo.headModel = 0;
				self->client->moveType = MT_RUNJUMP;
				self->client->ps.gravity = g_gravity->value*.1;
			}
			*/
			
			if ( (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT) && other )
			{
				vec3_t dir;

				NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);

				VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
				VectorNormalize( dir );

				VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
				self->client->ps.velocity[2] -= 127;
			}

			//self->s.powerups |= ( 1 << PW_SHOCKED );
			//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
			self->client->ps.electrifyTime = level.time + 3000;

			self->NPC->localState = LSTATE_DROP;
		} 
	}
	else
	{
		pain_chance = NPC_GetPainChance( self, damage );

		if ( random() < pain_chance )	// Spin around in pain?
		{
			NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE);
		}	
	}

	NPC_Pain( self, attacker, damage );
}
Exemplo n.º 2
0
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;
	}
}
Exemplo n.º 3
0
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;
    }
}
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Droid_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	gentity_t *other = attacker;
	int		anim;
	int		mod = gPainMOD;
	float	pain_chance;

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

	if ( self->client->NPC_class == CLASS_R5D2 )
	{
		pain_chance = NPC_GetPainChance( self, damage );

		// Put it in pain
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( !self->s.m_iVehicleNum
				&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
					{
						NPC_SetSurfaceOnOff( self, "head", TURN_OFF );

						if ( self->client->ps.m_iVehicleNum )
						{
							vec3_t	up;
							AngleVectors( self->r.currentAngles, NULL, NULL, up );
							G_PlayEffectID( G_EffectIndex("chunks/r5d2head_veh"), self->r.currentOrigin, up );
						}
						else
						{
							G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
							G_PlayEffectID( G_EffectIndex("chunks/r5d2head"), self->r.currentOrigin, vec3_origin );
						}

						//self->s.powerups |= ( 1 << PW_SHOCKED );
						//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
						self->client->ps.electrifyTime = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			} 
		}
	}
	else if (self->client->NPC_class == CLASS_MOUSE)
	{
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
		{
			self->NPC->localState = LSTATE_SPINNING;
			//self->s.powerups |= ( 1 << PW_SHOCKED );
			//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
			self->client->ps.electrifyTime = level.time + 3000;
		}
		else
		{
			self->NPC->localState = LSTATE_BACKINGUP;
		}

		self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
	}
	else if (self->client->NPC_class == CLASS_R2D2)
	{

		pain_chance = NPC_GetPainChance( self, damage );

		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( !self->s.m_iVehicleNum
				&& ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!trap->G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
					{
						NPC_SetSurfaceOnOff( self, "head", TURN_OFF );

						if ( self->client->ps.m_iVehicleNum )
						{
							vec3_t	up;
							AngleVectors( self->r.currentAngles, NULL, NULL, up );
							G_PlayEffectID( G_EffectIndex("chunks/r2d2head_veh"), self->r.currentOrigin, up );
						}
						else
						{
							G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
							G_PlayEffectID( G_EffectIndex("chunks/r2d2head"), self->r.currentOrigin, vec3_origin );
						}

						//self->s.powerups |= ( 1 << PW_SHOCKED );
						//self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
						self->client->ps.electrifyTime = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			}
		} 
	}
	else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
	{
		vec3_t dir;

		VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
		VectorNormalize( dir );

		VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
		self->client->ps.velocity[2] -= 127;
	}

	NPC_Pain( self, attacker, damage);
}
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 );
	}

}
Exemplo n.º 6
0
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Droid_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) 
{
	int		anim;
	float	pain_chance;

	if ( self->NPC && self->NPC->ignorePain )
	{
		return;
	}
	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->client->NPC_class == CLASS_R5D2 )
	{
		pain_chance = NPC_GetPainChance( self, damage );

		// Put it in pain
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			// Health is between 0-30 or was hit by a DEMP2 so pop his head
			if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
			{
				if (!(self->spawnflags & 2))	// Doesn't have to ALWAYSDIE
				{
					if ((self->NPC->localState != LSTATE_SPINNING) && 
						(!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "head" )))
					{
						gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head", TURN_OFF );

//						G_PlayEffect( "small_chunks" , self->currentOrigin );
						G_PlayEffect( "chunks/r5d2head", self->currentOrigin );

						self->s.powerups |= ( 1 << PW_SHOCKED );
						self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;

						TIMER_Set( self, "droidsmoketotal", 5000);
						TIMER_Set( self, "droidspark", 100);
						self->NPC->localState = LSTATE_SPINNING;
					}
				}
			}
			// Just give him normal pain for a little while
			else
			{
				anim = self->client->ps.legsAnim;

				if ( anim == BOTH_STAND2 )	// On two legs?
				{
					anim = BOTH_PAIN1;
				}
				else						// On three legs
				{
					anim = BOTH_PAIN2;
				}

				NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

				// Spin around in pain
				self->NPC->localState = LSTATE_SPINNING;
				TIMER_Set( self, "roam", Q_irand(1000,2000));
			} 
		}
	}
	else if (self->client->NPC_class == CLASS_MOUSE)
	{
		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
		{
			self->NPC->localState = LSTATE_SPINNING;
			self->s.powerups |= ( 1 << PW_SHOCKED );
			self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
		}
		else
		{
			self->NPC->localState = LSTATE_BACKINGUP;
		}

		self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
	}
	else if (self->client->NPC_class == CLASS_R2D2)
	{

		pain_chance = NPC_GetPainChance( self, damage );

		if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )	// Spin around in pain? Demp2 always does this
		{
			anim = self->client->ps.legsAnim;

			if ( anim == BOTH_STAND2 )	// On two legs?
			{
				anim = BOTH_PAIN1;
			}
			else						// On three legs
			{
				anim = BOTH_PAIN2;
			}

			NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

			// Spin around in pain
			self->NPC->localState = LSTATE_SPINNING;
			TIMER_Set( self, "roam", Q_irand(1000,2000));
		} 
	}
	else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
	{
		vec3_t dir;

		VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
		VectorNormalize( dir );

		VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
		self->client->ps.velocity[2] -= 127;
	}

	NPC_Pain( self, inflictor, other, point, damage, mod);
}