/** * @brief Perform the reaction fire shot * @param[in] player The player this action belongs to (the human player or the ai) * @param[in] shooter The actor that is trying to shoot * @param[in] at Position to fire on. * @param[in] type What type of shot this is (left, right reaction-left etc...). * @param[in] firemode The firemode index of the ammo for the used weapon (objDef.fd[][x]) . * @return true if everything went ok (i.e. the shot(s) where fired ok), otherwise false. * @sa G_ClientShoot */ static bool G_ReactionFireShoot (const player_t *player, edict_t *shooter, const pos3_t at, shoot_types_t type, fireDefIndex_t firemode) { const int minhit = 30; shot_mock_t mock; int ff, i; /* this is the max amount of friendly units that were hit during the mock calculation */ int maxff; if (G_IsInsane(shooter)) maxff = 100; else if (G_IsRaged(shooter)) maxff = 60; else if (G_IsPaniced(shooter)) maxff = 30; else if (G_IsShaken(shooter)) maxff = 15; else maxff = 5; /* calculate the mock values - e.g. how many friendly units we would hit * when opening the reaction fire */ OBJZERO(mock); for (i = 0; i < 100; i++) if (!G_ClientShoot(player, shooter, at, type, firemode, &mock, false, 0)) break; ff = mock.friendCount + (G_IsAlien(shooter) ? 0 : mock.civilian); if (ff <= maxff && mock.enemyCount >= minhit) return G_ClientShoot(player, shooter, at, type, firemode, NULL, false, 0); return false; }
/** * @sa G_MoraleStopPanic * @sa G_MoraleRage * @sa G_MoraleStopRage * @sa G_MoraleBehaviour */ static void G_MoralePanic (Edict* ent) { G_ClientPrintf(ent->getPlayer(), PRINT_HUD, _("%s panics!"), ent->chr.name); G_PrintStats("%s panics (entnum %i).", ent->chr.name, ent->getIdNum()); /* drop items in hands */ if (G_IsInsane(ent) && ent->chr.teamDef->weapons) { if (ent->getRightHandItem()) G_ActorInvMove(ent, INVDEF(CID_RIGHT), ent->getRightHandItem(), INVDEF(CID_FLOOR), NONE, NONE, true); if (ent->getLeftHandItem()) G_ActorInvMove(ent, INVDEF(CID_LEFT), ent->getLeftHandItem(), INVDEF(CID_FLOOR), NONE, NONE, true); G_ClientStateChange(ent->getPlayer(), ent, ~STATE_REACTION, false); } /* get up */ G_RemoveCrouched(ent); G_ActorSetMaxs(ent); /* send panic */ G_SetPanic(ent); G_EventSendState(G_VisToPM(ent->visflags), *ent); /* center view */ G_EventCenterView(*ent); /* move around a bit, try to avoid opponents */ AI_ActorThink(ent->getPlayer(), ent); /* kill TUs */ G_ActorSetTU(ent, 0); }
/** * @sa G_MoralePanic * @sa G_MoraleStopPanic * @sa G_MoraleStopRage * @sa G_MoraleBehaviour */ static void G_MoraleRage (Edict* ent) { G_SetRage(ent); if (!G_IsInsane(ent)) { gi.BroadcastPrintf(PRINT_HUD, _("%s is on a rampage!"), ent->chr.name); G_PrintStats("%s is on a rampage (entnum %i).", ent->chr.name, ent->getIdNum()); } else { gi.BroadcastPrintf(PRINT_HUD, _("%s is consumed by mad rage!"), ent->chr.name); G_PrintStats("%s is consumed by mad rage (entnum %i).", ent->chr.name, ent->getIdNum()); } G_EventSendState(G_VisToPM(ent->visflags), *ent); G_ClientStateChange(ent->getPlayer(), ent, ~STATE_REACTION, false); AI_ActorThink(ent->getPlayer(), ent); }