Пример #1
0
/*
-------------------------
Rancor_Patrol
-------------------------
*/
void Rancor_Patrol( void )
{
	NPCS.NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
		{
			TIMER_Set( NPCS.NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Rancor_Idle();
		return;
	}
	Rancor_CheckRoar( NPCS.NPC );
	TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
Пример #2
0
/*
-------------------------
NPC_Rancor_Pain
-------------------------
*/
void NPC_Rancor_Pain( gentity_t *self, gentity_t *attacker, int damage ) 
{
	qboolean hitByRancor = qfalse;
	if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_RANCOR )
	{
		hitByRancor = qtrue;
	}
	if ( attacker 
		&& attacker->inuse 
		&& attacker != self->enemy
		&& !(attacker->flags&FL_NOTARGET) )
	{
		if ( !self->count )
		{
			if ( (!attacker->s.number&&!Q_irand(0,3))
				|| !self->enemy
				|| self->enemy->health == 0
				|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_RANCOR)
				|| (self->NPC && self->NPC->consecutiveBlockedMoves>=10 && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) ) 
			{//if my enemy is dead (or attacked by player) and I'm not still holding/eating someone, turn on the attacker
				//FIXME: if can't nav to my enemy, take this guy if I can nav to him
				G_SetEnemy( self, attacker );
				TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
				if ( hitByRancor )
				{//stay mad at this Rancor for 2-5 secs before looking for attacker enemies
					TIMER_Set( self, "rancorInfight", Q_irand( 2000, 5000 ) );
				}

			}
		}
	}
	if ( (hitByRancor|| (self->count==1&&self->activator&&!Q_irand(0,4)) || Q_irand( 0, 200 ) < damage )//hit by rancor, hit while holding live victim, or took a lot of damage
		&& self->client->ps.legsAnim != BOTH_STAND1TO2
		&& TIMER_Done( self, "takingPain" ) )
	{
		if ( !Rancor_CheckRoar( self ) )
		{
			if ( self->client->ps.legsAnim != BOTH_MELEE1
				&& self->client->ps.legsAnim != BOTH_MELEE2
				&& self->client->ps.legsAnim != BOTH_ATTACK2 )
			{//cant interrupt one of the big attack anims
				/*
				if ( self->count != 1 
					|| attacker == self->activator
					|| (self->client->ps.legsAnim != BOTH_ATTACK1&&self->client->ps.legsAnim != BOTH_ATTACK3) )
				*/
				{//if going to bite our victim, only victim can interrupt that anim
					if ( self->health > 100 || hitByRancor )
					{
						TIMER_Remove( self, "attacking" );

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

						if ( self->count == 1 )
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						else
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500) );

						if ( self->NPC )
						{
							self->NPC->localState = LSTATE_WAITING;
						}
					}
				}
			}
		}
		//let go
		/*
		if ( !Q_irand( 0, 3 ) && self->count == 1 )
		{
			Rancor_DropVictim( self );
		}
		*/
	}
}
Пример #3
0
//void NPC_Rancor_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) 
void NPC_Rancor_Pain( gentity_t *self, gentity_t *attacker, int damage ) 
{
	qboolean hitByRancor = qfalse;

	//[CoOp]
	if ( self->NPC && self->NPC->ignorePain )
	{
		return;
	}
	if ( !TIMER_Done( self, "breathAttack" ) )
	{//nothing interrupts breath attack
		return;
	}

	TIMER_Remove( self, "confusionTime" );
	//[/CoOp]
	if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_RANCOR )
	{
		hitByRancor = qtrue;
	}
	if ( attacker 
		&& attacker->inuse 
		&& attacker != self->enemy
		&& !(attacker->flags&FL_NOTARGET) )
	{
		if ( !self->count )
		{
			//[CoOp]
			//adjusting for more than one player
			if ( (attacker->s.number < MAX_CLIENTS &&!Q_irand(0,3))
			//if ( (!attacker->s.number&&!Q_irand(0,3))
			//[/CoOp]
				|| !self->enemy
				//[CoOp]
				//can be dead below 0 in MP
				|| self->enemy->health <= 0
				//|| self->enemy->health == 0
				//[/CoOp]
				|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_RANCOR)
				//[CoOp] SP Code
				|| (!Q_irand(0, 4 ) && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) )
				//|| (self->NPC && self->NPC->consecutiveBlockedMoves>=10 && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) ) 
				///[CoOp]
			{//if my enemy is dead (or attacked by player) and I'm not still holding/eating someone, turn on the attacker
				//FIXME: if can't nav to my enemy, take this guy if I can nav to him
				//[CoOp]
				self->lastEnemy = self->enemy;
				//[/CoOp]
				G_SetEnemy( self, attacker );

				//[CoOp]
				//RAFIXME - useDebounceTime not implimented
				/* SP Code
				if ( self->enemy != self->lastEnemy )
				{//clear this so that we only sniff the player the first time we pick them up
					self->useDebounceTime = 0;
				}
				*/
				//[/CoOp]

				TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
				if ( hitByRancor )
				{//stay mad at this Rancor for 2-5 secs before looking for attacker enemies
					TIMER_Set( self, "rancorInfight", Q_irand( 2000, 5000 ) );
				}

			}
		}
	}
	if ( (hitByRancor|| (self->count==1&&self->activator&&!Q_irand(0,4)) || Q_irand( 0, 200 ) < damage )//hit by rancor, hit while holding live victim, or took a lot of damage
		&& self->client->ps.legsAnim != BOTH_STAND1TO2
		&& TIMER_Done( self, "takingPain" ) )
	{
		if ( !Rancor_CheckRoar( self ) )
		{
			if ( self->client->ps.legsAnim != BOTH_MELEE1
				&& self->client->ps.legsAnim != BOTH_MELEE2
				//[CoOp]
				//move animations are uninterruptable in SP.
				&& self->client->ps.legsAnim != BOTH_ATTACK2
				&& self->client->ps.legsAnim != BOTH_ATTACK10
				&& self->client->ps.legsAnim != BOTH_ATTACK11 )
				//&& self->client->ps.legsAnim != BOTH_ATTACK2 )
				//[/CoOp]
			{//cant interrupt one of the big attack anims
				/*
				if ( self->count != 1 
					|| attacker == self->activator
					|| (self->client->ps.legsAnim != BOTH_ATTACK1&&self->client->ps.legsAnim != BOTH_ATTACK3) )
				*/
				{//if going to bite our victim, only victim can interrupt that anim
					if ( self->health > 100 || hitByRancor )
					{
						TIMER_Remove( self, "attacking" );

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

						if ( self->count == 1 )
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						else
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						
						//[CoOp] SP Code
						TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500*(2-g_spskill.integer)) );
						//TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500) );
						//[CoOp]

						if ( self->NPC )
						{
							self->NPC->localState = LSTATE_WAITING;
						}
					}
				}
			}
		}
		//let go
		/*
		if ( !Q_irand( 0, 3 ) && self->count == 1 )
		{
			Rancor_DropVictim( self );
		}
		*/
	}
}