void M_ReactToDamage(edict_t *targ, edict_t *attacker){ if(!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) return; if(attacker == targ || attacker == targ->enemy) return; // if we are a good guy monster and our attacker is a player // or another good guy, do not get mad at them if(targ->monsterinfo.aiflags & AI_GOOD_GUY){ if(attacker->client ||(attacker->monsterinfo.aiflags & AI_GOOD_GUY)) return; } // we now know that we are not both good guys // if attacker is a client, get mad at them because he's good and we're not if(attacker->client){ // this can only happen in coop(both new and old enemies are clients) // only switch if can't see the current enemy if(targ->enemy && targ->enemy->client){ if(visible(targ, targ->enemy)){ targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if(!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget(targ); return; } // it's the same base(walk/swim/fly) type and a different classname and it's not a tank //(they spray too much), get mad at them if(((targ->flags &(FL_FLY | FL_SWIM)) ==(attacker->flags &(FL_FLY | FL_SWIM))) && (strcmp(targ->classname, attacker->classname) != 0) && (strcmp(attacker->classname, "monster_tank") != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0)){ if(targ->enemy) if(targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if(!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget(targ); } else // otherwise get mad at whoever they are mad at(help our buddy) { if(targ->enemy) if(targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker->enemy; FoundTarget(targ); } }
/* ============= GetMadAtAttacker T_Damage calls this when a monster is hurt ============= */ void GetMadAtAttacker( gedict_t *attacker ) { if ( !attacker || attacker == world ) return; // ignore world attacks if ( k_bloodfest && attacker->ct != ctPlayer) return; // in bloodfest mode get mad only on players. if ( attacker == self ) return; // do not mad on self. if ( attacker == PROG_TO_EDICT( self->s.v.enemy )) return; // alredy mad on this. // get mad unless of the same class (except for soldiers) if ( streq( self->s.v.classname, attacker->s.v.classname ) && strneq( self->s.v.classname, "monster_army" ) ) return; // OK, we are MAD! // remember current enemy if it was "player enemy", later we restore it if ( PROG_TO_EDICT( self->s.v.enemy )->ct == ctPlayer ) self->oldenemy = PROG_TO_EDICT( self->s.v.enemy ); // set new enemy self->s.v.enemy = EDICT_TO_PROG( attacker ); FoundTarget (); }
void medic_run (edict_t *self) { monster_done_dodge (self); if (!(self->monsterinfo.aiflags & AI_MEDIC)) { edict_t *ent; ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->monsterinfo.healer = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); return; } } // else if (!canReach(self, self->enemy)) // { // abortHeal (self, 0); // } if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &medic_move_stand; else self->monsterinfo.currentmove = &medic_move_run; }
void medic_search(edict_t *self) { edict_t *ent; if (!self) { return; } gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); if (!self->oldenemy) { ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->owner = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget(self); } } }
/* ================ monster_use Using a monster makes it angry at the current activator ================ */ void monster_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->enemy) return; if (self->health <= 0) return; if (activator->flags & FL_NOTARGET) return; if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY)) return; if (activator->flags & FL_DISGUISED) return; // if monster is "used" by player, turn off good guy stuff if (activator->client) { self->spawnflags &= ~SF_MONSTER_GOODGUY; self->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER); if(self->dmgteam && !Q_strcasecmp(self->dmgteam,"player")) self->dmgteam = NULL; } // delay reaction so if the monster is teleported, its sound is still heard self->enemy = activator; FoundTarget (self); }
void medic_run(edict_t *self) { if (!self) { return; } if (!(self->monsterinfo.aiflags & AI_MEDIC)) { edict_t *ent; ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->owner = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget(self); return; } } if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &medic_move_stand; } else { self->monsterinfo.currentmove = &medic_move_run; } }
void monster_triggered_spawn(edict_t *self) { self->s.origin[2] += 1; KillBox(self); self->solid = SOLID_BBOX; self->movetype = MOVETYPE_STEP; self->svflags &= ~SVF_NOCLIENT; self->air_finished = level.time + 12; gi.linkentity(self); monster_start_go(self); if (self->enemy && !(self->spawnflags & SF_MONSTER_SIGHT) && !(self->enemy->flags & FL_NOTARGET)) { if (!(self->enemy->flags & FL_DISGUISED)) { FoundTarget(self); } else { self->enemy = NULL; } } else { self->enemy = NULL; } }
void stalker_dodge(edict_t *self, edict_t *attacker, float eta, trace_t *tr /* unused */) { if (!self || !attacker) { return; } if (!self->groundentity || (self->health <= 0)) { return; } if (!self->enemy) { self->enemy = attacker; FoundTarget(self); return; } if ((eta < 0.1) || (eta > 5)) { return; } /* this will override the foundtarget call of stalker_run */ stalker_dodge_jump(self); }
void monster_triggered_spawn (edict_t *self) { self->s.origin[2] += 1; MonsterKillBox (self); self->solid = SOLID_BBOX; self->movetype = MOVETYPE_STEP; self->svflags &= ~SVF_NOCLIENT; self->air_finished = level.time + 12; gi.linkentity (self); monster_start_go (self); if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET)) { FoundTarget (self); } else { self->enemy = NULL; } // some sort of spawn effect // TODO good enough? self->s.event = EV_PLAYER_TELEPORT; MonsterPlayerKillBox(self); }
edict_t *medic_FindDeadMonster (edict_t *self) { edict_t *ent = NULL; edict_t *best = NULL; while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) { if (ent == self) continue; if (!(ent->svflags & SVF_MONSTER)) continue; if (ent->monsterinfo.aiflags & AI_GOOD_GUY) continue; if (ent->owner) continue; if (ent->health > 0) continue; if (ent->nextthink && (ent->think != M_FliesOff) && (ent->think != M_FliesOn)) continue; // check to make sure we haven't bailed on this guy already if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self)) continue; if (!visible(self, ent)) continue; if (embedded(ent)) continue; if (!canReach(self,ent)) continue; if (!best) { best = ent; continue; } if (ent->max_health <= best->max_health) continue; best = ent; } if(best) { self->oldenemy = self->enemy; self->enemy = best; self->enemy->owner = best; self->monsterinfo.aiflags |= AI_MEDIC; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; self->monsterinfo.medicTries = 0; self->movetarget = self->goalentity = NULL; self->enemy->monsterinfo.healer = self; self->timestamp = level.time + MEDIC_TRY_TIME; FoundTarget (self); if(developer->value) gi.dprintf("medic found dead monster: %s at %s\n", best->classname,vtos(best->s.origin)); } return best; }
/* ================ monster_use Using a monster makes it angry at the current activator ================ */ void monster_use(edict_t *self, edict_t *other, edict_t *activator){ if(self->enemy) return; if(self->health <= 0) return; if(activator->flags & FL_NOTARGET) return; if(!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY)) return; // delay reaction so if the monster is teleported, its sound is still heard self->enemy = activator; FoundTarget(self); }
void medic_idle(edict_t * self) { edict_t *ent; gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); ent = medic_FindDeadMonster(self); if (ent) { self->enemy = ent; self->enemy->owner = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget(self); } }
void WidowSpawn(edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; edict_t *ent, *designated_enemy; int i; if (!self) { return; } AngleVectors(self->s.angles, f, r, u); for (i = 0; i < 2; i++) { VectorCopy(spawnpoints[i], offset); G_ProjectSource2(self->s.origin, offset, f, r, u, startpoint); if (FindSpawnPoint(startpoint, stalker_mins, stalker_maxs, spawnpoint, 64)) { ent = CreateGroundMonster(spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256); if (!ent) { continue; } self->monsterinfo.monster_used++; ent->monsterinfo.commander = self; ent->nextthink = level.time; ent->think(ent); ent->monsterinfo.aiflags |= /* AI_SPAWNED_WIDOW | */ AI_DO_NOT_COUNT | AI_IGNORE_SHOTS; designated_enemy = self->enemy; if ((designated_enemy->inuse) && (designated_enemy->health > 0)) { ent->enemy = designated_enemy; FoundTarget(ent); ent->monsterinfo.attack(ent); } } } }
int fixbot_search (edict_t *self) { edict_t *ent; if (!self->goalentity) { ent = fixbot_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->owner = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); return (1); } } return (0); }
/* ===================== hintpath_stop Makes a monster stop following hint_paths. ===================== */ void hintpath_stop (edict_t *monster) { monster->movetarget = monster->goalentity = NULL; monster->monsterinfo.last_hint_time = level.time; monster->monsterinfo.goal_hint = NULL; monster->monsterinfo.aiflags &= ~AI_HINT_PATH; // If we don't have an enemy to get mad at, just stand around like an unactivated monster. if (!has_valid_enemy(monster)) { monster->enemy = NULL; monster->monsterinfo.pausetime = level.time + 100000000; monster->monsterinfo.stand (monster); } else if (visible(monster, monster->enemy)) // attack if we can see our foe FoundTarget (monster); else // keep pursuing HuntTarget (monster); }
void stalker_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { if (!self->groundentity || self->health <= 0) return; if (!self->enemy) { self->enemy = attacker; FoundTarget(self); return; } // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was // seeing numbers like 13 and 14) if ((eta < 0.1) || (eta > 5)) return; // this will override the foundtarget call of stalker_run stalker_dodge_jump(self); }
void medic_StopPatrolling (edict_t *self) { self->goalentity = NULL; self->movetarget = NULL; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if(medic_FindDeadMonster(self)) return; } if (has_valid_enemy(self)) { if (visible(self, self->enemy)) { FoundTarget (self); return; } HuntTarget (self); return; } if(self->monsterinfo.aiflags & AI_MEDIC) abortHeal(self,false); }
void medic_search (edict_t *self) { edict_t *ent; // PMM - commander sounds if (self->mass == 400) gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0); if (!self->oldenemy) { ent = medic_FindDeadMonster(self); if (ent) { self->oldenemy = self->enemy; self->enemy = ent; self->enemy->monsterinfo.healer = self; self->monsterinfo.aiflags |= AI_MEDIC; FoundTarget (self); } } }
//----------------------------------------------------------------------------- // Look for a target //----------------------------------------------------------------------------- bool CObjectSentrygun::FindTarget() { // Disable the sentry guns for ifm. if ( tf_sentrygun_notarget.GetBool() ) return false; if ( IsInCommentaryMode() ) return false; // Sapper, etc. if ( IsDisabled() ) return false; // Loop through players within 1100 units (sentry range). Vector vecSentryOrigin = EyePosition(); // Find the opposing team list. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); CUtlVector<CTFTeam *> pTeamList; CTFTeam *pTeam = NULL; //CTFTeam *pTeam = pPlayer->GetOpposingTFTeam(); //if ( !pTeam ) // return false; if ( pPlayer ) { // Try builder's team. pTeam = pPlayer->GetTFTeam(); } else { // If we have no builder use our own team number instead. pTeam = GetTFTeam(); } if ( pTeam ) pTeam->GetOpposingTFTeamList( &pTeamList ); else return false; // If we have an enemy get his minimum distance to check against. Vector vecSegment; Vector vecTargetCenter; float flMinDist2 = 1100.0f * 1100.0f; CBaseEntity *pTargetCurrent = NULL; CBaseEntity *pTargetOld = m_hEnemy.Get(); float flOldTargetDist2 = FLT_MAX; // Sentries will try to target players first, then objects. However, if the enemy held was an object it will continue // to try and attack it first. for (int i = 0; i < pTeamList.Size(); i++) { int nTeamCount = pTeamList[i]->GetNumPlayers(); for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer) { CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer)); if (pTargetPlayer == NULL) continue; // Make sure the player is alive. if (!pTargetPlayer->IsAlive()) continue; if (pTargetPlayer->GetFlags() & FL_NOTARGET) continue; vecTargetCenter = pTargetPlayer->GetAbsOrigin(); vecTargetCenter += pTargetPlayer->GetViewOffset(); VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment); float flDist2 = vecSegment.LengthSqr(); // Store the current target distance if we come across it if (pTargetPlayer == pTargetOld) { flOldTargetDist2 = flDist2; } // Check to see if the target is closer than the already validated target. if (flDist2 > flMinDist2) continue; // It is closer, check to see if the target is valid. if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter)) { flMinDist2 = flDist2; pTargetCurrent = pTargetPlayer; } } // If we already have a target, don't check objects. if (pTargetCurrent == NULL) { int nTeamObjectCount = pTeamList[i]->GetNumObjects(); for (int iObject = 0; iObject < nTeamObjectCount; ++iObject) { CBaseObject *pTargetObject = pTeamList[i]->GetObject(iObject); if (!pTargetObject) continue; vecTargetCenter = pTargetObject->GetAbsOrigin(); vecTargetCenter += pTargetObject->GetViewOffset(); VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment); float flDist2 = vecSegment.LengthSqr(); // Store the current target distance if we come across it if (pTargetObject == pTargetOld) { flOldTargetDist2 = flDist2; } // Check to see if the target is closer than the already validated target. if (flDist2 > flMinDist2) continue; // It is closer, check to see if the target is valid. if (ValidTargetObject(pTargetObject, vecSentryOrigin, vecTargetCenter)) { flMinDist2 = flDist2; pTargetCurrent = pTargetObject; } } } // We have a target. if (pTargetCurrent) { if (pTargetCurrent != pTargetOld) { // flMinDist2 is the new target's distance // flOldTargetDist2 is the old target's distance // Don't switch unless the new target is closer by some percentage if (flMinDist2 < (flOldTargetDist2 * 0.75f)) { FoundTarget(pTargetCurrent, vecSentryOrigin); } } return true; } } return false; }
/* =============== PlayerNoise Each player can have two noise objects associated with it: a personal noise (jumping, pain, weapon firing), and a weapon target noise (bullet wall impacts) Monsters that don't directly see the player can move to a noise in hopes of seeing the player from there. =============== */ void PlayerNoise(edict_t *who, vec3_t where, int type) { edict_t *noise; edict_t *blip = NULL; return; if (deathmatch->value && !dmmonsters->value) return; if (who->flags & FL_NOTARGET) return; if (type == PNOISE_WEAPON) { if (who->client->silencer_shots > 0) { who->client->silencer_shots--; return; } else { who->client->silencer_shots = 0; } } if (!who->mynoise) { noise = G_Spawn(); noise->classid = CI_P_NOISE; noise->classname = "player noise"; VectorSet (noise->mins, -8, -8, -8); VectorSet (noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise = noise; noise = G_Spawn(); noise->classid = CI_P_NOISE; noise->classname = "player noise"; VectorSet (noise->mins, -8, -8, -8); VectorSet (noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise2 = noise; } // Zheele while ((blip = findradius(blip, where, 750)) != NULL) { if (!blip->inuse) continue; if (!blip->takedamage) continue; if (!(blip->svflags & SVF_MONSTER) || (blip->monsterinfo.aiflags & AI_GOOD_GUY)) continue; if ((!blip->monsterinfo.aggressive) && (deathmatch->value) && (game.craze != 10) && (game.monsterhunt != 10)) continue; if (blip->enemy) continue; if (((float) pow(who->radius_dmg, GIEX_MONSTER_PLAYERLEVEL_MULT_POW) * GIEX_MONSTER_PLAYERLEVEL_MULT) < ((float) blip->monsterinfo.skill * 0.75) && (game.monsterhunt != 10)) { continue; } blip->enemy = who; FoundTarget(blip); if (!(blip->monsterinfo.aiflags & AI_SOUND_TARGET) && (blip->monsterinfo.sight)) blip->monsterinfo.sight (blip, blip->enemy); } if (type == PNOISE_SELF || type == PNOISE_WEAPON) { noise = who->mynoise; level.sound_entity = noise; level.sound_entity_framenum = level.framenum; } else // type == PNOISE_IMPACT { noise = who->mynoise2; level.sound2_entity = noise; level.sound2_entity_framenum = level.framenum; } VectorCopy (where, noise->s.origin); VectorSubtract (where, noise->maxs, noise->absmin); VectorAdd (where, noise->maxs, noise->absmax); noise->teleport_time = level.time; gi.linkentity (noise); }
void medic_cable_attack(edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir, angles; float distance; if (!self) { return; } if (!self->enemy->inuse) { return; } AngleVectors(self->s.angles, f, r, NULL); VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource(self->s.origin, offset, f, r, start); /* check for max distance */ VectorSubtract(start, self->enemy->s.origin, dir); distance = VectorLength(dir); if (distance > 256) { return; } /* check for min/max pitch */ vectoangles(dir, angles); if (angles[0] < -180) { angles[0] += 360; } if (fabs(angles[0]) > 45) { return; } tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); if ((tr.fraction != 1.0) && (tr.ent != self->enemy)) { return; } if (self->s.frame == FRAME_attack43) { gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; } else if (self->s.frame == FRAME_attack50) { self->enemy->spawnflags = 0; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->owner = self; ED_CallSpawn(self->enemy); self->enemy->owner = NULL; if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think(self->enemy); } self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; if (self->oldenemy && self->oldenemy->client) { self->enemy->enemy = self->oldenemy; FoundTarget(self->enemy); } } else { if (self->s.frame == FRAME_attack44) { gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); } } /* adjust start for beam origin being in middle of a segment */ VectorMA(start, 8, f, start); /* adjust end z for end spot since the monster is currently dead */ VectorCopy(self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_MEDIC_CABLE_ATTACK); gi.WriteShort(self - g_edicts); gi.WritePosition(start); gi.WritePosition(end); gi.multicast(self->s.origin, MULTICAST_PVS); }
qboolean medic_checkattack (edict_t *self) { if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if( medic_FindDeadMonster(self) ) return false; } if (self->monsterinfo.aiflags & AI_MEDIC) { float r; vec3_t forward, right, offset, start; trace_t tr; // if we have 5 seconds or less before a timeout, // look for a hint_path to the target if ( (self->timestamp < level.time + 5) && (self->monsterinfo.last_hint_time + 5 < level.time) ) { // check for hint_paths. self->monsterinfo.last_hint_time = level.time; if (hintcheck_monsterlost(self)) { if(developer->value) gi.dprintf("medic at %s using hint_paths to find %s\n", vtos(self->s.origin), self->enemy->classname); self->timestamp = level.time + MEDIC_TRY_TIME; return false; } } // if we ran out of time, give up if (self->timestamp < level.time) { //if(developer->value) // gi.dprintf("medic at %s timed out, abort heal\n",vtos(self->s.origin)); abortHeal (self, true); self->timestamp = 0; return false; } // if our target went away if ((!self->enemy) || (!self->enemy->inuse)) { abortHeal (self,false); return false; } // if target is embedded in a solid if (embedded(self->enemy)) { abortHeal (self,false); return false; } r = realrange(self,self->enemy); if (r > MEDIC_MAX_HEAL_DISTANCE+10) { self->monsterinfo.attack_state = AS_STRAIGHT; //abortHeal(self,false); return false; } else if(r < MEDIC_MIN_DISTANCE) { abortHeal(self,false); return false; } // Lazarus 1.6.2.3: if point-to-point vector from cable to // target is blocked by a solid AngleVectors (self->s.angles, forward, right, NULL); // Offset [8] has the largest displacement to the left... not a sure // thing but this one should be the most severe test. VectorCopy (medic_cable_offsets[8], offset); G_ProjectSource (self->s.origin, offset, forward, right, start); tr = gi.trace(start,NULL,NULL,self->enemy->s.origin,self,MASK_SHOT|MASK_WATER); if (tr.fraction < 1.0 && tr.ent != self->enemy) return false; medic_attack(self); return true; } // Lazarus: NEVER attack other monsters if ((self->enemy) && (self->enemy->svflags & SVF_MONSTER)) { self->enemy = self->oldenemy; self->oldenemy = NULL; if(self->enemy && self->enemy->inuse) { if(visible(self,self->enemy)) FoundTarget(self); else HuntTarget(self); } return false; } return M_CheckAttack (self); }
void M_ReactToDamage (edict_t *targ, edict_t *attacker, edict_t *inflictor) { // pmm qboolean new_tesla; if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) return; //======= //ROGUE // logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker) // attack the tesla // also, target the tesla if it's a "new" tesla if ((inflictor) && (!strcmp(inflictor->classname, "tesla"))) { new_tesla = MarkTeslaArea(targ, inflictor); if (new_tesla) TargetTesla (targ, inflictor); return; } //ROGUE //======= if (attacker == targ || attacker == targ->enemy) return; // if we are a good guy monster and our attacker is a player // or another good guy, do not get mad at them if (targ->monsterinfo.aiflags & AI_GOOD_GUY) { if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) return; } //PGM // if we're currently mad at something a target_anger made us mad at, ignore // damage if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER) { float percentHealth; // make sure whatever we were pissed at is still around. if(targ->enemy->inuse) { percentHealth = (float)(targ->health) / (float)(targ->max_health); if( targ->enemy->inuse && percentHealth > 0.33) return; } // remove the target anger flag targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } //PGM // PMM // if we're healing someone, do like above and try to stay with them if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC)) { float percentHealth; percentHealth = (float)(targ->health) / (float)(targ->max_health); // ignore it some of the time if( targ->enemy->inuse && percentHealth > 0.25) return; // remove the medic flag targ->monsterinfo.aiflags &= ~AI_MEDIC; cleanupHealTarget (targ->enemy); } // PMM // we now know that we are not both good guys // if attacker is a client, get mad at them because he's good and we're not if (attacker->client) { targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; // this can only happen in coop (both new and old enemies are clients) // only switch if can't see the current enemy if (targ->enemy && targ->enemy->client) { if (visible(targ, targ->enemy)) { targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); return; } // it's the same base (walk/swim/fly) type and a different classname and it's not a tank // (they spray too much), get mad at them // PMM // added medics to this // FIXME - // this really should be turned into an AI flag marking appropriate monsters as "don't shoot me" // this also leads to the problem of tanks and medics being able to, at will, kill monsters with // no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me" // such that they also ignore being shot by monsters as well if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && (strcmp (targ->classname, attacker->classname) != 0) && !(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) && !(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS) ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } // if they *meant* to shoot us, then shoot back else if (attacker->enemy == targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } // otherwise get mad at whoever they are mad at (help our buddy) unless it is us! else if (attacker->enemy && attacker->enemy != targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker->enemy; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } }
void thing_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if(self->target_ent != other) return; if(other->health <= 0) { G_FreeEdict(self); return; } self->touch = NULL; if( self->target_ent->monsterinfo.aiflags & AI_SEEK_COVER ) { edict_t *monster; // For monster/actor seeking cover after firing, // pause a random bit before resuming attack self->touch_debounce_time = level.time + random()*6.; monster = self->target_ent; monster->monsterinfo.stand(monster); monster->monsterinfo.pausetime = self->touch_debounce_time; self->think = thing_think_pause; self->think(self); return; } if( self->target_ent->monsterinfo.aiflags & AI_EVADE_GRENADE ) { edict_t *grenade = other->next_grenade; if(other->goalentity == self) other->goalentity = NULL; if(other->movetarget == self) other->movetarget = NULL; other->vehicle = NULL; if(grenade) { // make sure this is still a grenade if(grenade->inuse) { if(Q_strcasecmp(grenade->classname,"grenade") && Q_strcasecmp(grenade->classname,"hgrenade")) other->next_grenade = grenade = NULL; } else other->next_grenade = grenade = NULL; } if(grenade) { if(self->touch_debounce_time > level.time) { other->monsterinfo.pausetime = self->touch_debounce_time + 0.1; other->monsterinfo.aiflags |= AI_STAND_GROUND; other->monsterinfo.stand(other); } else other->monsterinfo.pausetime = 0; other->enemy = grenade->owner; if (has_valid_enemy(other)) { other->goalentity = other->enemy; if (visible(other, other->enemy)) FoundTarget (other); else HuntTarget (other); } else { other->enemy = NULL; other->monsterinfo.stand (other); } if(other->monsterinfo.pausetime > 0) { self->think = thing_grenade_boom; self->nextthink = other->monsterinfo.pausetime; return; } other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); } else if (has_valid_enemy(other)) { other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); other->goalentity = other->enemy; if (visible(other, other->enemy)) FoundTarget (other); else HuntTarget (other); } else { other->enemy = NULL; other->monsterinfo.pausetime = level.time + 100000000; other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); other->monsterinfo.stand (other); } G_FreeEdict(self); return; } self->touch_debounce_time = 0; thing_think(self); }
void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; // vec3_t angles; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to target's disappearance\n"); abortHeal (self, true, false, false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { abortHeal (self, true, false, false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // not needed, done in checkattack // check for min distance VectorSubtract (start, self->enemy->s.origin, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to proximity to target "); abortHeal (self, true, true, false ); return; } // if ((g_showlogic)&&(g_showlogic->value)) // gi.dprintf ("distance to target is %f\n", distance); // if (distance > 300) // return; // check for min/max pitch // PMM -- took out since it doesn't look bad when it fails // vectoangles (dir, angles); // if (angles[0] < -180) // angles[0] += 360; // if (fabs(angles[0]) > 45) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to bad angle\n"); // abortHeal(self); // return; // } tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self, true, false, true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n"); abortHeal (self, true, false, false); return; } if (self->s.frame == FRAME_attack43) { // PMM - commander sounds if (self->mass == 400) gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); else gi.sound (self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->takedamage = DAMAGE_NO; M_SetEffects (self->enemy); } else if (self->s.frame == FRAME_attack50) { vec3_t maxs; self->enemy->spawnflags = 0; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->monsterinfo.healer = self; VectorCopy (self->enemy->maxs, maxs); maxs[2] += 48; // compensate for change when they die tr = gi.trace (self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID); if (tr.startsolid || tr.allsolid) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed, aborting heal!\n"); abortHeal (self, true, true, false); return; } else if (tr.ent != world) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("heal in entity %s\n", tr.ent->classname); abortHeal (self, true, true, false); return; } /* else if (tr.ent == world) { if ((g_showlogic) && (g_showlogic->value)) gi.dprintf ("heal in world, aborting!\n"); abortHeal (self, 1); return; } */ else { self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn (self->enemy); if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } // self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT; // turn off flies self->enemy->s.effects &= ~EF_FLIES; self->enemy->monsterinfo.healer = NULL; if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname); self->enemy->enemy = self->oldenemy; // HuntTarget (self->enemy); FoundTarget (self->enemy); } else { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("no valid enemy to set!\n"); self->enemy->enemy = NULL; if (!FindTarget (self->enemy)) { // no valid enemy, so stop acting self->enemy->monsterinfo.pausetime = level.time + 100000000; self->enemy->monsterinfo.stand (self->enemy); } self->enemy = NULL; self->oldenemy = NULL; if (!FindTarget (self)) { // no valid enemy, so stop acting self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); return; } } } } else { if (self->s.frame == FRAME_attack44) // PMM - medic commander sounds if (self->mass == 400) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment VectorMA (start, 8, f, start); // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); }
void medic_finish_spawn (edict_t *self) { edict_t *ent; vec3_t f, r, offset, startpoint, spawnpoint; int summonStr; int count; int inc; int num_summoned; // should be 1, 3, or 5 qboolean behind = false; edict_t *designated_enemy; // trace_t tr; // vec3_t mins, maxs; // this is one bigger than the soldier's real mins .. just for paranoia's sake // VectorSet (mins, -17, -17, -25); // VectorSet (maxs, 17, 17, 33); //FIXME - better place to store this info? if (self->plat2flags < 0) { behind = true; self->plat2flags *= -1; } summonStr = self->plat2flags; AngleVectors (self->s.angles, f, r, NULL); // num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5 if (summonStr) num_summoned = (summonStr - 1) + (summonStr % 2); else num_summoned = 1; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned); for (count = 0; count < num_summoned; count++) { inc = count + (count%2); // 0, 2, 2, 4, 4 VectorCopy (reinforcement_position[count], offset); G_ProjectSource (self->s.origin, offset, f, r, startpoint); // a little off the ground startpoint[2] += 10; ent = NULL; if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32)) { if (CheckSpawnPoint (spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc])) ent = CreateGroundMonster (spawnpoint, self->s.angles, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], reinforcements[summonStr-inc], 256); // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("CheckSpawnPoint failed volume check!\n"); } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("FindSpawnPoint failed to find a point!\n"); } if (!ent) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed for %s, aborting!\n", reinforcements[summonStr-inc]); continue; } // gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0); if (ent->think) { ent->nextthink = level.time; ent->think (ent); } ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS|AI_DO_NOT_COUNT|AI_SPAWNED_MEDIC_C; ent->monsterinfo.commander = self; self->monsterinfo.monster_slots--; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander: %d slots remaining\n", self->monsterinfo.monster_slots); if (self->monsterinfo.aiflags & AI_MEDIC) designated_enemy = self->oldenemy; else designated_enemy = self->enemy; if (coop && coop->value) { designated_enemy = PickCoopTarget(ent); if (designated_enemy) { // try to avoid using my enemy if (designated_enemy == self->enemy) { designated_enemy = PickCoopTarget(ent); if (designated_enemy) { // if ((g_showlogic) && (g_showlogic->value)) // { // gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname); // if (designated_enemy->client) // gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname); // else // gi.dprintf ("NOT A CLIENT\n"); // } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("pick coop failed, using my current enemy\n"); designated_enemy = self->enemy; } } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("pick coop failed, using my current enemy\n"); designated_enemy = self->enemy; } } if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0)) { // fixme // if ((g_showlogic) && (g_showlogic -> value)) // gi.dprintf ("setting enemy to %s\n", designated_enemy->classname); ent->enemy = designated_enemy; FoundTarget (ent); } else { ent->enemy = NULL; ent->monsterinfo.stand (ent); } // ent->s.event = EV_PLAYER_TELEPORT; } }
void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n"); abortHeal (self,false); return; } //Knightmare- don't heal insanes or actors or critters if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor") || !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper")) { //gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n"); abortHeal (self, true); return; } // Lazarus: check embeddment if (embedded(self->enemy)) { //gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n"); abortHeal (self,false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n"); abortHeal (self,false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // Lazarus: Not needed, done in checkattack // check for min distance VectorSubtract (self->enemy->s.origin, start, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { //gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n"); abortHeal (self,false); return; } // Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this // results in monster entanglement VectorNormalize(dir); if(DotProduct(dir,f) < 0.) { //gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n"); abortHeal (self,false); return; } // check for min/max pitch // Rogue takes this out... makes medic more likely to heal and // comments say "doesn't look bad when it fails"... we'll see /* vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 45) return; */ tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self,true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } abortHeal (self,false); return; } if (self->s.frame == FRAME_attack43) { gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; M_SetEffects(self->enemy); } else if (self->s.frame == FRAME_attack50) { self->enemy->spawnflags &= SF_MONSTER_NOGIB; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->owner = self; // Lazarus: reset initially dead monsters to use the INVERSE of their // initial health, and force gib_health to default value if(self->enemy->max_health < 0) { self->enemy->max_health = -self->enemy->max_health; self->enemy->gib_health = 0; } self->enemy->health = self->enemy->max_health; self->enemy->takedamage = DAMAGE_AIM; self->enemy->flags &= ~FL_NO_KNOCKBACK; self->enemy->pain_debounce_time = 0; self->enemy->damage_debounce_time = 0; self->enemy->deadflag = DEAD_NO; if(self->enemy->s.effects & EF_FLIES) M_FliesOff(self->enemy); ED_CallSpawn (self->enemy); self->enemy->monsterinfo.healer = NULL; self->enemy->owner = NULL; // Knightmare- disable deadmonster_think if (self->enemy->postthink) self->enemy->postthink = NULL; if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects(self->enemy); if (self->oldenemy && self->oldenemy->client) { self->enemy->enemy = self->oldenemy; FoundTarget (self->enemy); } else { // Lazarus: this should make oblivious monsters // find player again self->enemy->enemy = NULL; } } else { if (self->s.frame == FRAME_attack44) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment // Lazarus: This isn't right... this causes cable start point to be well above muzzle // when target is closeby. f should be vector from muzzle to target, not // the forward viewing direction. PLUS... 8 isn't right... the model is // actually 32 units long, so use 16.. fixed below. // VectorMA (start, 8, f, start); //Knightmare- if enemy went away, like after returning from another level, return if (!self->enemy) return; // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; // Lazarus fix VectorSubtract(end,start,f); VectorNormalize(f); VectorMA(start,16,f,start); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); }
void thing_think (edict_t *self) { vec3_t vec; vec_t dist; edict_t *monster; monster = self->target_ent; if(level.time <= self->touch_debounce_time) { if(monster && monster->inuse) { if(monster->movetarget == self) { if(monster->health > 0) { VectorSubtract(monster->s.origin,self->s.origin,vec); vec[2] = 0; dist = VectorLength(vec); if(dist >= monster->size[0]) { self->nextthink = level.time + FRAMETIME; return; } } } } } if(!monster || !monster->inuse || (monster->health <= 0)) { G_FreeEdict(self); return; } if(monster->goalentity == self) monster->goalentity = NULL; if(monster->movetarget == self) monster->movetarget = NULL; if(monster->monsterinfo.aiflags & AI_FOLLOW_LEADER) { monster->monsterinfo.leader = NULL; if(monster->monsterinfo.old_leader && monster->monsterinfo.old_leader->inuse) { monster->monsterinfo.pausetime = level.time + 2; monster->monsterinfo.stand(monster); VectorCopy(monster->monsterinfo.old_leader->s.origin,self->move_origin); self->nextthink = level.time + 2; self->think = thing_restore_leader; gi.linkentity(monster); return; } else { monster->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; } } if(monster->monsterinfo.aiflags & AI_CHICKEN) { monster->monsterinfo.stand(monster); monster->monsterinfo.aiflags |= AI_STAND_GROUND; monster->monsterinfo.pausetime = level.time + 100000; } monster->vehicle = NULL; monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_SEEK_COVER | AI_EVADE_GRENADE); G_FreeEdict(self); if (has_valid_enemy(monster)) { monster->monsterinfo.pausetime = 0; monster->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); monster->goalentity = monster->enemy; if (visible(monster, monster->enemy)) { FoundTarget (monster); return; } HuntTarget (monster); return; } monster->enemy = NULL; monster->monsterinfo.pausetime = level.time + 100000000; monster->monsterinfo.stand (monster); }
void CarrierSpawn(edict_t *self) { vec3_t f, r, offset, startpoint, spawnpoint; edict_t *ent; int mytime; if (!self) { return; } VectorSet(offset, 105, 0, -58); AngleVectors(self->s.angles, f, r, NULL); G_ProjectSource(self->s.origin, offset, f, r, startpoint); /* the +0.1 is because level.time is sometimes a little low */ mytime = (int)((level.time + 0.1 - self->timestamp) / 0.5); if (FindSpawnPoint(startpoint, flyer_mins, flyer_maxs, spawnpoint, 32)) { /* the second flier should be a kamikaze flyer */ if (mytime != 2) { ent = CreateMonster(spawnpoint, self->s.angles, "monster_flyer"); } else { ent = CreateMonster(spawnpoint, self->s.angles, "monster_kamikaze"); } if (!ent) { return; } gi.sound(self, CHAN_BODY, sound_spawn, 1, ATTN_NONE, 0); self->monsterinfo.monster_slots--; ent->nextthink = level.time; ent->think(ent); ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER | AI_DO_NOT_COUNT | AI_IGNORE_SHOTS; ent->monsterinfo.commander = self; if ((self->enemy->inuse) && (self->enemy->health > 0)) { ent->enemy = self->enemy; FoundTarget(ent); if (mytime == 1) { ent->monsterinfo.lefty = 0; ent->monsterinfo.attack_state = AS_SLIDING; ent->monsterinfo.currentmove = &flyer_move_attack3; } else if (mytime == 2) { ent->monsterinfo.lefty = 0; ent->monsterinfo.attack_state = AS_STRAIGHT; ent->monsterinfo.currentmove = &flyer_move_kamikaze; ent->mass = 100; ent->monsterinfo.aiflags |= AI_CHARGING; } else if (mytime == 3) { ent->monsterinfo.lefty = 1; ent->monsterinfo.attack_state = AS_SLIDING; ent->monsterinfo.currentmove = &flyer_move_attack3; } } } }
void M_ReactToDamage(edict_t *targ, edict_t *attacker) { if (!targ || !attacker) { return; } if (targ->health <= 0) { return; } if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) { return; } if ((attacker == targ) || (attacker == targ->enemy)) { return; } /* if we are a good guy monster and our attacker is a player or another good guy, do not get mad at them */ if (targ->monsterinfo.aiflags & AI_GOOD_GUY) { if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) { return; } } /* if attacker is a client, get mad at them because he's good and we're not */ if (attacker->client) { targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; /* this can only happen in coop (both new and old enemies are clients) only switch if can't see the current enemy */ if (targ->enemy && targ->enemy->client) { if (visible(targ, targ->enemy)) { targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } return; } /* it's the same base (walk/swim/fly) type and a different classname and it's not a tank (they spray too much), get mad at them */ if (((targ->flags & (FL_FLY | FL_SWIM)) == (attacker->flags & (FL_FLY | FL_SWIM))) && (strcmp(targ->classname, attacker->classname) != 0) && (strcmp(attacker->classname, "monster_tank") != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0)) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } /* if they *meant* to shoot us, then shoot back */ else if (attacker->enemy == targ) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } /* otherwise get mad at whoever they are mad at (help our buddy) unless it is us! */ else if (attacker->enemy && (attacker->enemy != targ)) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker->enemy; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } }