void NPC_BSGM_Default( void ) { if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON ) { WeaponThink( qtrue ); } if ( NPC->client->ps.stats[STAT_ARMOR] <= 0 ) {//armor gone if ( !NPCInfo->investigateDebounceTime ) {//start regenerating the armor gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_OFF ); NPC->flags &= ~FL_SHIELDED;//no more reflections VectorSet( NPC->mins, -20, -20, -24 ); VectorSet( NPC->maxs, 20, 20, 64 ); NPC->client->crouchheight = NPC->client->standheight = 64; if ( NPC->locationDamage[HL_GENERIC1] < GENERATOR_HEALTH ) {//still have the generator bolt-on if ( NPCInfo->investigateCount < 12 ) { NPCInfo->investigateCount++; } NPCInfo->investigateDebounceTime = level.time + (NPCInfo->investigateCount * 5000); } } else if ( NPCInfo->investigateDebounceTime < level.time ) {//armor regenerated, turn shield back on //do a trace and make sure we can turn this back on? trace_t tr; gi.trace( &tr, NPC->currentOrigin, shieldMins, shieldMaxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask ); if ( !tr.startsolid ) { VectorCopy( shieldMins, NPC->mins ); VectorCopy( shieldMaxs, NPC->maxs ); NPC->client->crouchheight = NPC->client->standheight = shieldMaxs[2]; NPC->client->ps.stats[STAT_ARMOR] = GALAK_SHIELD_HEALTH; NPCInfo->investigateDebounceTime = 0; NPC->flags |= FL_SHIELDED;//reflect normal shots NPC->fx_time = level.time; gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_ON ); } } } if ( NPC->client->ps.stats[STAT_ARMOR] > 0 ) {//armor present NPC->client->ps.powerups[PW_GALAK_SHIELD] = Q3_INFINITE;//temp, for effect gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_ON ); } else { gi.G2API_SetSurfaceOnOff( &NPC->ghoul2[NPC->playerModel], "torso_shield_off", TURN_OFF ); } if( !NPC->enemy ) {//don't have an enemy, look for one NPC_BSGM_Patrol(); } else //if ( NPC->enemy ) {//have an enemy NPC_BSGM_Attack(); } }
void NPC_BSGM_Attack( void ) { //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //FIXME: if killed enemy, use victory anim if ( NPC->enemy && NPC->enemy->health <= 0 && !NPC->enemy->s.number ) {//my enemy is dead if ( NPC->client->ps.torsoAnim == BOTH_STAND2TO1 ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer = -1; NPC->client->ps.torsoAnimTimer = -1; } } else if ( NPC->wait ) { if ( TIMER_Done( NPC, "gloatTime" ) ) { GM_StartGloat(); } else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; GM_Move(); } else {//got there GM_StartGloat(); } } NPC_FaceEnemy( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); return; } //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt() == qfalse || !NPC->enemy ) { NPC->enemy = NULL; NPC_BSGM_Patrol(); return; } enemyLOS = enemyCS = qfalse; bMove = qtrue; faceEnemy = qfalse; shoot = qfalse; hitAlly = qfalse; VectorClear( impactPos ); enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 || NPC->client->ps.torsoAnim == BOTH_ATTACK5 ) { shoot = qfalse; if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime ) {//time to smack //recheck enemyDist and InFront if ( enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) ) { vec3_t smackDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); //hurt them G_Sound( NPC->enemy, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 ) {//smackdown int knockAnim = BOTH_KNOCKDOWN1; if ( PM_CrouchAnim( NPC->enemy->client->ps.legsAnim ) ) {//knockdown from crouch knockAnim = BOTH_KNOCKDOWN4; } //throw them smackDir[2] = 1; VectorNormalize( smackDir ); G_Throw( NPC->enemy, smackDir, 50 ); NPC_SetAnim( NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else {//uppercut //throw them G_Throw( NPC->enemy, smackDir, 100 ); //make them backflip NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } //done with the damage NPCInfo->blockedDebounceTime = 1; } } } else if ( NPC->lockCount ) //already shooting laser {//sometimes use the laser beam attack, but only after he's taken down our generator shoot = qfalse; if ( NPC->lockCount == 1 ) {//charging up if ( TIMER_Done( NPC, "beamDelay" ) ) {//time to start the beam int laserAnim; if ( Q_irand( 0, 1 ) ) { laserAnim = BOTH_ATTACK2; } else { laserAnim = BOTH_ATTACK7; } NPC_SetAnim( NPC, SETANIM_BOTH, laserAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) ); //turn on beam effect NPC->lockCount = 2; G_PlayEffect( "galak/trace_beam", NPC->s.number ); NPC->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); if ( !NPCInfo->coverTarg ) {//for moving looping sound at end of trace NPCInfo->coverTarg = G_Spawn(); if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); NPCInfo->coverTarg->svFlags |= SVF_BROADCAST; NPCInfo->coverTarg->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); } } } } else {//in the actual attack now if ( !NPC->client->ps.torsoAnimTimer ) {//attack done! NPC->lockCount = 0; G_FreeEntity( NPCInfo->coverTarg ); NPC->s.loopSound = 0; NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_DROPWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer ); } else {//attack still going //do the trace and damage trace_t trace; vec3_t end, mins={-3,-3,-3}, maxs={3,3,3}; VectorMA( NPC->client->renderInfo.muzzlePoint, 1024, NPC->client->renderInfo.muzzleDir, end ); gi.trace( &trace, NPC->client->renderInfo.muzzlePoint, mins, maxs, end, NPC->s.number, MASK_SHOT ); if ( trace.allsolid || trace.startsolid ) {//oops, in a wall if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); } } else {//clear if ( trace.fraction < 1.0f ) {//hit something gentity_t *traceEnt = &g_entities[trace.entityNum]; if ( traceEnt && traceEnt->takedamage ) {//damage it G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); G_Damage( traceEnt, NPC, NPC, NPC->client->renderInfo.muzzleDir, trace.endpos, 10, 0, MOD_ENERGY ); } } if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, trace.endpos ); } if ( !Q_irand( 0, 5 ) ) { G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); } } } } } else {//Okay, we're not in a special attack, see if we should switch weapons or start a special attack /* if ( NPC->s.weapon == WP_REPEATER && !(NPCInfo->scriptFlags & SCF_ALT_FIRE)//using rapid-fire && NPC->enemy->s.weapon == WP_SABER //enemy using saber && NPC->client && (NPC->client->ps.saberEventFlags&SEF_DEFLECTED) && !Q_irand( 0, 50 ) ) {//he's deflecting my shots, switch to the laser or the lob fire for a while TIMER_Set( NPC, "noRapid", Q_irand( 2000, 6000 ) ); NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && (Q_irand( 0, 1 )||enemyDist < MAX_LOB_DIST_SQUARED) ) {//shield down, use laser NPC_GM_StartLaser(); } } else*/ if ( !NPC->client->ps.powerups[PW_GALAK_SHIELD] && enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) && G_StandardHumanoid( NPC->enemy->NPC_type ) )//within 80 and in front {//our shield is down, and enemy within 80, if very close, use melee attack to slap away if ( TIMER_Done( NPC, "attackDelay" ) ) { //animate me int swingAnim; if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH ) {//generator down, use random melee swingAnim = Q_irand( BOTH_ATTACK4, BOTH_ATTACK5 );//smackdown or uppercut } else {//always knock-away swingAnim = BOTH_ATTACK5;//uppercut } //FIXME: swing sound NPC_SetAnim( NPC, SETANIM_BOTH, swingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) ); //delay the hurt until the proper point in the anim TIMER_Set( NPC, "smackTime", 600 ); NPCInfo->blockedDebounceTime = 0; //FIXME: say something? } } else if ( !NPC->lockCount && NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && TIMER_Done( NPC, "attackDelay" ) && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) && ((!Q_irand( 0, 10*(2-g_spskill->integer))&& enemyDist > MIN_LOB_DIST_SQUARED&& enemyDist < MAX_LOB_DIST_SQUARED) ||(!TIMER_Done( NPC, "noLob" )&&!TIMER_Done( NPC, "noRapid" ))) && NPC->enemy->s.weapon != WP_TURRET ) {//sometimes use the laser beam attack, but only after he's taken down our generator shoot = qfalse; NPC_GM_StartLaser(); } else if ( enemyDist < MIN_LOB_DIST_SQUARED && (NPC->enemy->s.weapon != WP_TURRET || Q_stricmp( "PAS", NPC->enemy->classname )) && TIMER_Done( NPC, "noRapid" ) )//256 {//enemy within 256 if ( (NPC->client->ps.weapon == WP_REPEATER) && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//shooting an explosive, but enemy too close, switch to primary fire NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } else if ( (enemyDist > MAX_LOB_DIST_SQUARED || (NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ))) && TIMER_Done( NPC, "noLob" ) )//448 {//enemy more than 448 away and we are ready to try lob fire again if ( (NPC->client->ps.weapon == WP_REPEATER) && !(NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//enemy far enough away to use lobby explosives NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } } //can we see our target? if ( NPC_ClearLOS( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time;//used here for aim debouncing, not always a clear LOS enemyLOS = qtrue; if ( NPC->client->ps.weapon == WP_NONE ) { enemyCS = qfalse;//not true, but should stop us from firing NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon } else {//can we shoot our target? if ( ((NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_LOB_DIST_SQUARED )//256 { enemyCS = qfalse;//not true, but should stop us from firing hitAlly = qtrue;//us! //FIXME: if too close, run away! } else { int hit = NPC_ShotEntity( NPC->enemy, impactPos ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation ); } else {//Hmm, have to get around this bastard NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam ) {//would hit an ally, don't fire!!! hitAlly = qtrue; } else {//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire } } } } } else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) ) { if ( TIMER_Done( NPC, "talkDebounce" ) && !Q_irand( 0, 10 ) ) { if ( NPCInfo->enemyCheckDebounceTime < 8 ) { int speech = -1; switch( NPCInfo->enemyCheckDebounceTime ) { case 0: case 1: case 2: speech = EV_CHASE1 + NPCInfo->enemyCheckDebounceTime; break; case 3: case 4: case 5: speech = EV_COVER1 + NPCInfo->enemyCheckDebounceTime-3; break; case 6: case 7: speech = EV_ESCAPING1 + NPCInfo->enemyCheckDebounceTime-6; break; } NPCInfo->enemyCheckDebounceTime++; if ( speech != -1 ) { G_AddVoiceEvent( NPC, speech, Q_irand( 3000, 5000 ) ); TIMER_Set( NPC, "talkDebounce", Q_irand( 5000, 7000 ) ); } } } NPCInfo->enemyLastSeenTime = level.time; int hit = NPC_ShotEntity( NPC->enemy, impactPos ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS = qtrue; } else { faceEnemy = qtrue; NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } } if ( enemyLOS ) { faceEnemy = qtrue; } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy bMove = qtrue; } } if ( enemyCS ) { shoot = qtrue; //NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy bMove = qtrue; } } //Check for movement to take care of GM_CheckMoveState(); //See if we should override shooting decision with any special considerations GM_CheckFireState(); if ( NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot && TIMER_Done( NPC, "attackDelay" ) ) { vec3_t muzzle; vec3_t angles; vec3_t target; vec3_t velocity = {0,0,0}; vec3_t mins = {-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE}, maxs = {REPEATER_ALT_SIZE,REPEATER_ALT_SIZE,REPEATER_ALT_SIZE}; CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorCopy( NPC->enemy->currentOrigin, target ); target[0] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); target[1] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); target[2] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); //Find the desired angles qboolean clearshot = WP_LobFire( NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, velocity, qtrue, NPC->s.number, NPC->enemy->s.number, 300, 1100, 1500, qtrue ); if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS&&enemyCS) ) {//no clear lob shot and no lob shot that will hit something breakable if ( enemyLOS && enemyCS && TIMER_Done( NPC, "noRapid" ) ) {//have a clear straight shot, so switch to primary NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; NPC_ChangeWeapon( WP_REPEATER ); //keep this weap for a bit TIMER_Set( NPC, "noLob", Q_irand( 500, 1000 ) ); } else { shoot = qfalse; } } else { vectoangles( velocity, angles ); NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); VectorCopy( velocity, NPC->client->hiddenDir ); NPC->client->hiddenDist = VectorNormalize ( NPC->client->hiddenDir ); } } else if ( faceEnemy ) {//face the enemy NPC_FaceEnemy( qtrue ); } if ( !TIMER_Done( NPC, "standTime" ) ) { bMove = qfalse; } if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) ) {//not supposed to chase my enemies if ( NPCInfo->goalEntity == NPC->enemy ) {//goal is my entity, so don't bMove bMove = qfalse; } } if ( bMove && !NPC->lockCount ) {//bMove toward goal if ( NPCInfo->goalEntity && NPC->client->ps.legsAnim != BOTH_ALERT1 && NPC->client->ps.legsAnim != BOTH_ATTACK2 && NPC->client->ps.legsAnim != BOTH_ATTACK4 && NPC->client->ps.legsAnim != BOTH_ATTACK5 && NPC->client->ps.legsAnim != BOTH_ATTACK7 ) { bMove = GM_Move(); } else { bMove = qfalse; } } if ( !TIMER_Done( NPC, "flee" ) ) {//running away faceEnemy = qfalse; } //FIXME: check scf_face_move_dir here? if ( !faceEnemy ) {//we want to face in the dir we're running if ( !bMove ) {//if we haven't moved, we should look in the direction we last looked? VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles ); } if ( bMove ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot = qfalse; } } NPC_UpdateAngles( qtrue, qtrue ); if ( NPCInfo->scriptFlags & SCF_DONT_FIRE ) { shoot = qfalse; } if ( NPC->enemy && NPC->enemy->enemy ) { if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER ) {//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH) shoot = qfalse; } } //FIXME: don't shoot right away! if ( shoot ) {//try to shoot if it's time if ( TIMER_Done( NPC, "attackDelay" ) ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } } } //also: if ( NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) ) {//crush turrets if ( G_BoundsOverlap( NPC->absmin, NPC->absmax, NPC->enemy->absmin, NPC->enemy->absmax ) ) {//have to do this test because placed turrets are not solid to NPCs (so they don't obstruct navigation) if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) { NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); } else { G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); } } } else if ( NPCInfo->touchedByPlayer != NULL && NPCInfo->touchedByPlayer == NPC->enemy ) {//touched enemy if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) {//zap him! //animate me NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer ); TIMER_Set( NPC, "standTime", NPC->client->ps.legsAnimTimer ); //FIXME: debounce this? NPCInfo->touchedByPlayer = NULL; //FIXME: some shield effect? NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; vec3_t smackDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); //throw them G_Throw( NPC->enemy, smackDir, 100 ); NPC->enemy->s.powerups |= ( 1 << PW_SHOCKED ); if ( NPC->enemy->client ) { NPC->enemy->client->ps.powerups[PW_SHOCKED] = level.time + 1000; } //stop any attacks ucmd.buttons = 0; } } if ( NPCInfo->movementSpeech < 3 && NPCInfo->blockedSpeechDebounceTime <= level.time ) { if ( NPC->enemy && NPC->enemy->health > 0 && NPC->enemy->painDebounceTime > level.time ) { if ( NPC->enemy->health < 50 && NPCInfo->movementSpeech == 2 ) { G_AddVoiceEvent( NPC, EV_ANGER2, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 3; } else if ( NPC->enemy->health < 75 && NPCInfo->movementSpeech == 1 ) { G_AddVoiceEvent( NPC, EV_ANGER1, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 2; } else if ( NPC->enemy->health < 100 && NPCInfo->movementSpeech == 0 ) { G_AddVoiceEvent( NPC, EV_ANGER3, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 1; } } } }
void NPC_BSGM_Default( void ) { if( NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON ) { WeaponThink( qtrue ); } if ( NPCS.NPC->client->ps.stats[STAT_ARMOR] <= 0 ) {//armor gone // if ( !NPCInfo->investigateDebounceTime ) if (0) {//start regenerating the armor NPC_SetSurfaceOnOff( NPCS.NPC, "torso_shield", TURN_OFF ); NPCS.NPC->flags &= ~FL_SHIELDED;//no more reflections VectorSet( NPCS.NPC->r.mins, -20, -20, -24 ); VectorSet( NPCS.NPC->r.maxs, 20, 20, 64 ); NPCS.NPC->client->ps.crouchheight = NPCS.NPC->client->ps.standheight = 64; if ( NPCS.NPC->locationDamage[HL_GENERIC1] < GENERATOR_HEALTH ) {//still have the generator bolt-on if ( NPCS.NPCInfo->investigateCount < 12 ) { NPCS.NPCInfo->investigateCount++; } NPCS.NPCInfo->investigateDebounceTime = level.time + (NPCS.NPCInfo->investigateCount * 5000); } } else if ( NPCS.NPCInfo->investigateDebounceTime < level.time ) {//armor regenerated, turn shield back on //do a trace and make sure we can turn this back on? trace_t tr; trap->Trace( &tr, NPCS.NPC->r.currentOrigin, shieldMins, shieldMaxs, NPCS.NPC->r.currentOrigin, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 ); if ( !tr.startsolid ) { VectorCopy( shieldMins, NPCS.NPC->r.mins ); VectorCopy( shieldMaxs, NPCS.NPC->r.maxs ); NPCS.NPC->client->ps.crouchheight = NPCS.NPC->client->ps.standheight = shieldMaxs[2]; NPCS.NPC->client->ps.stats[STAT_ARMOR] = GALAK_SHIELD_HEALTH; NPCS.NPCInfo->investigateDebounceTime = 0; NPCS.NPC->flags |= FL_SHIELDED;//reflect normal shots // NPC->fx_time = level.time; NPC_SetSurfaceOnOff( NPCS.NPC, "torso_shield", TURN_ON ); } } } /* if ( NPC->client->ps.stats[STAT_ARMOR] > 0 ) {//armor present NPC->client->ps.powerups[PW_GALAK_SHIELD] = Q3_INFINITE;//temp, for effect NPC_SetSurfaceOnOff( NPC, "torso_shield", TURN_ON ); } else { NPC_SetSurfaceOnOff( NPC, "torso_shield", TURN_OFF ); } */ //rwwFIXMEFIXME: Allow this stuff, and again, going to have to let the client know about it. //Maybe a surface-off bitflag of some sort in the entity state? if( !NPCS.NPC->enemy ) {//don't have an enemy, look for one NPC_BSGM_Patrol(); } else //if ( NPC->enemy ) {//have an enemy NPC_BSGM_Attack(); } }