Пример #1
0
void Rancor_Bite( void )
{
	int			radiusEntNums[128];
	int			numEnts;
	const float	radius = 100;
	const float	radiusSquared = (radius*radius);
	int			i;
	vec3_t		boltOrg;

	numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, NPCS.NPC->client->renderInfo.crotchBolt, boltOrg );//was gutBolt?

	for ( i = 0; i < numEnts; i++ )
	{
		gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
		if ( !radiusEnt->inuse )
		{
			continue;
		}
		
		if ( radiusEnt == NPCS.NPC )
		{//Skip the rancor ent
			continue;
		}
		
		if ( radiusEnt->client == NULL )
		{//must be a client
			continue;
		}

		if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
		{//can't be one already being held
			continue;
		}
		
		if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
		{
			G_Damage( radiusEnt, NPCS.NPC, NPCS.NPC, vec3_origin, radiusEnt->r.currentOrigin, Q_irand( 15, 30 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
			if ( radiusEnt->health <= 0 && radiusEnt->client )
			{//killed them, chance of dismembering
				if ( !Q_irand( 0, 1 ) )
				{//bite something off
					int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
					if ( hitLoc == G2_MODELPART_HEAD )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					else if ( hitLoc == G2_MODELPART_WAIST )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					//radiusEnt->client->dismembered = qfalse;
					//FIXME: the limb should just disappear, cuz I ate it
					G_Dismember( radiusEnt, NPCS.NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
					//G_DoDismemberment( radiusEnt, radiusEnt->r.currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
				}
			}
			G_Sound( radiusEnt, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
		}
	}
}
Пример #2
0
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 );
}
void Wampa_Slash( int boltIndex, qboolean backhand )
{
	int			radiusEntNums[128];
	int			numEnts;
	const float	radius = 88;
	const float	radiusSquared = (radius*radius);
	int			i;
	vec3_t		boltOrg;
	int			damage = (backhand)?Q_irand(10,15):Q_irand(20,30);

	numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, boltIndex, boltOrg );

	for ( i = 0; i < numEnts; i++ )
	{
		gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
		if ( !radiusEnt->inuse )
		{
			continue;
		}
		
		if ( radiusEnt == NPC )
		{//Skip the wampa ent
			continue;
		}
		
		if ( radiusEnt->client == NULL )
		{//must be a client
			continue;
		}

		if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
		{
			//smack
			G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, damage, ((backhand)?DAMAGE_NO_ARMOR:(DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK)), MOD_MELEE );
			if ( backhand )
			{
				//actually push the enemy
				vec3_t pushDir;
				vec3_t angs;
				VectorCopy( NPC->client->ps.viewangles, angs );
				angs[YAW] += flrand( 25, 50 );
				angs[PITCH] = flrand( -25, -15 );
				AngleVectors( angs, pushDir, NULL, NULL );
				if ( radiusEnt->client->NPC_class != CLASS_WAMPA
					&& radiusEnt->client->NPC_class != CLASS_RANCOR
					&& radiusEnt->client->NPC_class != CLASS_ATST )
				{
					G_Throw( radiusEnt, pushDir, 65 );
					if ( BG_KnockDownable(&radiusEnt->client->ps) &&
						radiusEnt->health > 0 && Q_irand( 0, 1 ) )
					{//do pain on enemy
						radiusEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
						radiusEnt->client->ps.forceDodgeAnim = 0;
						radiusEnt->client->ps.forceHandExtendTime = level.time + 1100;
						radiusEnt->client->ps.quickerGetup = qfalse;
					}
				}
			}
			else if ( radiusEnt->health <= 0 && radiusEnt->client )
			{//killed them, chance of dismembering
				if ( !Q_irand( 0, 1 ) )
				{//bite something off
					int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
					if ( hitLoc == G2_MODELPART_HEAD )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					else if ( hitLoc == G2_MODELPART_WAIST )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					G_Dismember( radiusEnt, NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
				}
			}
			else if ( !Q_irand( 0, 3 ) && radiusEnt->health > 0 )
			{//one out of every 4 normal hits does a knockdown, too
				vec3_t pushDir;
				vec3_t angs;
				VectorCopy( NPC->client->ps.viewangles, angs );
				angs[YAW] += flrand( 25, 50 );
				angs[PITCH] = flrand( -25, -15 );
				AngleVectors( angs, pushDir, NULL, NULL );
				//[KnockdownSys]
				//ported multi-direction knockdowns from SP.
				G_Knockdown( radiusEnt, NPC, pushDir, 35, qtrue );
				//G_Knockdown( radiusEnt );
				//[/KnockdownSys]
			}
			G_Sound( radiusEnt, CHAN_WEAPON, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
		}
	}
}