示例#1
0
////////////////////////////////////////////////////////////////////////////////////////
// This is just a super silly wrapper around NPC_Change Weapon
////////////////////////////////////////////////////////////////////////////////////////
void Boba_ChangeWeapon( int wp )
{
	if ( NPC->s.weapon == wp )
	{
		return;
	}
	NPC_ChangeWeapon( wp );
	G_AddEvent( NPC, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" ));
}
示例#2
0
void ATST_Attack( void ) {
	qboolean altAttack = qfalse, visible = qfalse, advance = qfalse;
	int blasterTest, chargerTest;
	float distance;

	if ( !NPC_CheckEnemyExt( qfalse ) ) {
		NPC->enemy = NULL;
		return;
	}

	NPC_FaceEnemy( qtrue );

	// Rate our distance to the target, and our visibilty
	distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
	visible = NPC_ClearLOS4( NPC->enemy ) ? qtrue : qfalse;
	advance = (distance > MIN_DISTANCE_SQR) ? qtrue : qfalse;

	// If we cannot see our target, move to see it
	if ( !visible ) {
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {
			ATST_Hunt( visible, advance );
			return;
		}
	}

	// Decide what type of attack to do
	if ( distance > MIN_MELEE_RANGE_SQR ) {
		// DIST_LONG
		//		NPC_ChangeWeapon( WP_ATST_SIDE );
		//rwwFIXMEFIXME: make atst weaps work.

		// See if the side weapons are there
		blasterTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" );
		chargerTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" );

		// It has both side weapons
		if ( blasterTest != -1 && !(blasterTest & TURN_OFF) && chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = Q_irand( 0, 1 ) ? qtrue : qfalse;
		else if ( blasterTest != -1 && !(blasterTest & TURN_OFF) )
			altAttack = qfalse;
		else if ( chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = qtrue;
		else
			NPC_ChangeWeapon( WP_NONE );
	}
	else {
		// DIST_MELEE
		//	NPC_ChangeWeapon( WP_ATST_MAIN );
	}

	NPC_FaceEnemy( qtrue );
	ATST_Ranged( visible, advance, altAttack );
}
示例#3
0
void	Pilot_Steer_Vehicle()
{
	if (!NPC->enemy || !NPC->enemy->client)
	{
		return;
	}






// SETUP
//=======
	// Setup Actor Data
	//------------------
	CVec3		ActorPos(NPC->currentOrigin);
	CVec3		ActorAngles(NPC->currentAngles);
				ActorAngles[2]	= 0;
	Vehicle_t*	ActorVeh		= NPCInfo->greetEnt->m_pVehicle;
	bool		ActorInTurbo	= (ActorVeh->m_iTurboTime>level.time);
	float		ActorSpeed		= (ActorVeh)?(VectorLength(ActorVeh->m_pParentEntity->client->ps.velocity)):(NPC->client->ps.speed);


	// If my vehicle is spinning out of control, just hold on, we're going to die!!!!!
	//---------------------------------------------------------------------------------
	if (ActorVeh && (ActorVeh->m_ulFlags & VEH_OUTOFCONTROL))
	{
		if (NPC->client->ps.weapon!=WP_NONE)
		{
			NPC_ChangeWeapon(WP_NONE);
		}
		ucmd.buttons	&=~BUTTON_ATTACK;
		ucmd.buttons	&=~BUTTON_ALT_ATTACK;
		return;
	}

	CVec3		ActorDirection;
				AngleVectors(ActorAngles.v, ActorDirection.v, 0, 0);

	CVec3		ActorFuturePos(ActorPos);
				ActorFuturePos.ScaleAdd(ActorDirection, FUTURE_PRED_DIST);

	bool		ActorDoTurbo	= false;
	bool		ActorAccelerate	= false;
	bool		ActorAimAtTarget= true;
	float		ActorYawOffset	= 0.0f;


	// Setup Enemy Data
	//------------------
	CVec3		EnemyPos(NPC->enemy->currentOrigin);
	CVec3		EnemyAngles(NPC->enemy->currentAngles);
				EnemyAngles[2]	= 0;
	Vehicle_t*	EnemyVeh		= (NPC->enemy->s.m_iVehicleNum)?(g_entities[NPC->enemy->s.m_iVehicleNum].m_pVehicle):(0);
	bool		EnemyInTurbo	= (EnemyVeh && EnemyVeh->m_iTurboTime>level.time);
	float		EnemySpeed		= (EnemyVeh)?(EnemyVeh->m_pParentEntity->client->ps.speed):(NPC->enemy->resultspeed);
	bool		EnemySlideBreak	= (EnemyVeh && (EnemyVeh->m_ulFlags&VEH_SLIDEBREAKING || EnemyVeh->m_ulFlags&VEH_STRAFERAM));
	bool		EnemyDead		= (NPC->enemy->health<=0);

	bool		ActorFlank		= (NPCInfo->lastAvoidSteerSideDebouncer>level.time && EnemyVeh && EnemySpeed>10.0f);

	CVec3		EnemyDirection;
	CVec3		EnemyRight;
				AngleVectors(EnemyAngles.v, EnemyDirection.v, EnemyRight.v, 0);

	CVec3		EnemyFuturePos(EnemyPos);
				EnemyFuturePos.ScaleAdd(EnemyDirection, FUTURE_PRED_DIST);

	ESide		EnemySide		= ActorPos.LRTest(EnemyPos, EnemyFuturePos);
	CVec3		EnemyFlankPos(EnemyFuturePos);
				EnemyFlankPos.ScaleAdd(EnemyRight, (EnemySide==Side_Right)?(FUTURE_SIDE_DIST):(-FUTURE_SIDE_DIST));

	// Debug Draw Enemy Data
	//-----------------------
	if (false)
	{
		CG_DrawEdge(EnemyPos.v,			EnemyFuturePos.v, EDGE_IMPACT_SAFE);
		CG_DrawEdge(EnemyFuturePos.v,	EnemyFlankPos.v, EDGE_IMPACT_SAFE);
	}


	// Setup Move And Aim Directions
	//-------------------------------
	CVec3		MoveDirection((ActorFlank)?(EnemyFlankPos):(EnemyFuturePos));
				MoveDirection	-= ActorPos;
	float		MoveDistance	= MoveDirection.SafeNorm();
	float		MoveAccuracy	= MoveDirection.Dot(ActorDirection);

	CVec3		AimDirection(EnemyPos);
				AimDirection	-= ActorPos;
	float		AimDistance		= AimDirection.SafeNorm();
	float		AimAccuracy		= AimDirection.Dot(ActorDirection);



	if (!ActorFlank && TIMER_Done(NPC, "FlankAttackCheck"))
	{
		TIMER_Set(NPC, "FlankAttackCheck", Q_irand(1000, 3000));
		if (MoveDistance<4000 && Q_irand(0, 1)==0)
		{
			NPCInfo->lastAvoidSteerSideDebouncer	= level.time + Q_irand(8000, 14000);
		}
	}



	// Fly By Sounds
	//---------------
	if ((ActorVeh->m_pVehicleInfo->soundFlyBy || ActorVeh->m_pVehicleInfo->soundFlyBy2) &&
		EnemyVeh &&
		MoveDistance<800 &&
		ActorSpeed>500.0f &&
		TIMER_Done(NPC, "FlybySoundDebouncer")
		)
	{
		if (EnemySpeed<100.0f || (ActorDirection.Dot(EnemyDirection)*(MoveDistance/800.0f))<-0.5f)
		{
			TIMER_Set(NPC, "FlybySoundDebouncer", 2000);
			int soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy;
			if (ActorVeh->m_pVehicleInfo->soundFlyBy2 && (!soundFlyBy || !Q_irand(0,1)))
			{
				soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy2;
			}
			G_Sound(ActorVeh->m_pParentEntity, soundFlyBy);		
		}
	}



// FLY PAST BEHAVIOR
//===================
 	if (EnemySlideBreak || !TIMER_Done(NPC, "MinHoldDirectionTime"))
	{
		if (TIMER_Done(NPC, "MinHoldDirectionTime"))
		{ 
			TIMER_Set(NPC, "MinHoldDirectionTime", 500);	// Hold For At Least 500 ms
		}
		ActorAccelerate		= true;							// Go
		ActorAimAtTarget	= false;						// Don't Alter Our Aim Direction
		ucmd.buttons		&=~BUTTON_VEH_SPEED;			// Let Normal Vehicle Controls Go
	}


// FLANKING BEHAVIOR
//===================
	else if (ActorFlank)
	{
  		ActorAccelerate	= true;
		ActorDoTurbo	= (MoveDistance>2500 || EnemyInTurbo);
		ucmd.buttons	|= BUTTON_VEH_SPEED;			// Tells PMove to use the ps.speed we calculate here, not the one from g_vehicles.c


		// For Flanking, We Calculate The Speed By Hand, Rather Than Using Pure Accelerate / No Accelerate Functionality
		//---------------------------------------------------------------------------------------------------------------
		NPC->client->ps.speed = ActorVeh->m_pVehicleInfo->speedMax * ((ActorInTurbo)?(1.35f):(1.15f));


		// If In Slowing Distance, Scale Down The Speed As We Approach Our Move Target
		//-----------------------------------------------------------------------------
		if (MoveDistance<ATTACK_FLANK_SLOWING)
		{
			NPC->client->ps.speed *= (MoveDistance/ATTACK_FLANK_SLOWING);
			NPC->client->ps.speed += EnemySpeed;

			// Match Enemy Speed
			//-------------------
			if (NPC->client->ps.speed<5.0f && EnemySpeed<5.0f)
			{
				NPC->client->ps.speed = EnemySpeed;
			}

			// Extra Slow Down When Out In Front
			//-----------------------------------
 			if  (MoveAccuracy<0.0f)
			{
				NPC->client->ps.speed *= (MoveAccuracy + 1.0f);
			}

	
			MoveDirection	*=        (MoveDistance/ATTACK_FLANK_SLOWING);
			EnemyDirection	*= 1.0f - (MoveDistance/ATTACK_FLANK_SLOWING);
			MoveDirection	+= EnemyDirection;

			if (TIMER_Done(NPC, "RamCheck"))
			{
				TIMER_Set(NPC, "RamCheck", Q_irand(1000, 3000));
				if (MoveDistance<RAM_DIST && Q_irand(0, 2)==0)
				{
					VEH_StartStrafeRam(ActorVeh, (EnemySide==Side_Left));
				}
			}
		}
	}


// NORMAL CHASE BEHAVIOR
//=======================
	else
	{
		if (!EnemyVeh && AimAccuracy>0.99f && MoveDistance<500 && !EnemyDead)
		{
			ActorAccelerate = true;
			ActorDoTurbo	= false;
		}
		else
		{
			ActorAccelerate = ((MoveDistance>500 && EnemySpeed>20.0f) || MoveDistance>1000);
			ActorDoTurbo	= (MoveDistance>3000 && EnemySpeed>20.0f);
		}
		ucmd.buttons	&=~BUTTON_VEH_SPEED;
	}




// APPLY RESULTS
//=======================
	// Decide Turbo
	//--------------
	if (ActorDoTurbo || ActorInTurbo)
	{
		ucmd.buttons |= BUTTON_ALT_ATTACK;
	}
	else
	{
		ucmd.buttons &=~BUTTON_ALT_ATTACK;
	}

	// Decide Acceleration
	//---------------------
	ucmd.forwardmove = (ActorAccelerate)?(127):(0);



	// Decide To Shoot
	//-----------------
	ucmd.buttons	&=~BUTTON_ATTACK;
	ucmd.rightmove	= 0;
 	if (AimDistance<2000 && !EnemyDead)
	{
		// If Doing A Ram Attack
		//-----------------------
		if (ActorYawOffset!=0)
		{
			if (NPC->client->ps.weapon!=WP_NONE)
			{
				NPC_ChangeWeapon(WP_NONE);
			}
			ucmd.buttons	&=~BUTTON_ATTACK;
		}
 		else if (AimAccuracy>ATTACK_FWD)
		{
			if (NPC->client->ps.weapon!=WP_NONE)
			{
				NPC_ChangeWeapon(WP_NONE);
			}
			ucmd.buttons	|= BUTTON_ATTACK;
		}
		else if (AimAccuracy<AIM_SIDE && AimAccuracy>-AIM_SIDE)
		{
			if (NPC->client->ps.weapon!=WP_BLASTER)
			{
				NPC_ChangeWeapon(WP_BLASTER);
			}

			if (AimAccuracy<ATTACK_SIDE && AimAccuracy>-ATTACK_SIDE)
			{
				//if (!TIMER_Done(NPC, "RiderAltAttack"))
				//{
				//	ucmd.buttons |= BUTTON_ALT_ATTACK;
				//}
				//else
				//{
                    ucmd.buttons |= BUTTON_ATTACK;

			/*		if (TIMER_Done(NPC, "RiderAltAttackCheck"))
					{
						TIMER_Set(NPC, "RiderAltAttackCheck", Q_irand(1000, 3000));
						if (Q_irand(0, 2)==0)
						{
							TIMER_Set(NPC, "RiderAltAttack", 300);
						}
					}*/
				//}
				WeaponThink(true);
			}
			ucmd.rightmove = (EnemySide==Side_Left)?( 127):(-127);
		}
		else
		{
			if (NPC->client->ps.weapon!=WP_NONE)
			{
				NPC_ChangeWeapon(WP_NONE);
			}
		}
	}
	else
	{
		if (NPC->client->ps.weapon!=WP_NONE)
		{
			NPC_ChangeWeapon(WP_NONE);
		}
	}


	// Aim At Target
	//---------------
	if (ActorAimAtTarget)
	{
		MoveDirection.VecToAng();
		NPCInfo->desiredPitch	= AngleNormalize360(MoveDirection[PITCH]);
		NPCInfo->desiredYaw		= AngleNormalize360(MoveDirection[YAW] + ActorYawOffset);
	}
	NPC_UpdateAngles(qtrue, qtrue);
}
示例#4
0
/*
-------------------------
ATST_Attack
-------------------------
*/
void ATST_Attack( void )
{
    qboolean	altAttack=qfalse;
    int			blasterTest,chargerTest,weapon;

    if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
    {
        NPC->enemy = NULL;
        return;
    }

    NPC_FaceEnemy( qtrue );

    // Rate our distance to the target, and our visibilty
    float		distance	= (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
    distance_e	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
    qboolean	visible		= NPC_ClearLOS( NPC->enemy );
    qboolean	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

    // If we cannot see our target, move to see it
    if ( visible == qfalse )
    {
        if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
        {
            ATST_Hunt( visible, advance );
            return;
        }
    }

    // Decide what type of attack to do
    switch ( distRate )
    {
    case DIST_MELEE:
        NPC_ChangeWeapon( WP_ATST_MAIN );
        break;

    case DIST_LONG:

        NPC_ChangeWeapon( WP_ATST_SIDE );

        // See if the side weapons are there
        blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" );
        chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" );

        // It has both side weapons
        if (!(blasterTest & TURN_OFF)  && !(chargerTest & TURN_OFF))
        {
            weapon = Q_irand( 0, 1);	// 0 is blaster, 1 is charger (ALT SIDE)

            if (weapon)				// Fire charger
            {
                altAttack = qtrue;
            }
            else
            {
                altAttack = qfalse;
            }

        }
        else if (!(blasterTest & TURN_OFF))	// Blaster is on
        {
            altAttack = qfalse;
        }
        else if (!(chargerTest & TURN_OFF))	// Blaster is on
        {
            altAttack = qtrue;
        }
        else
        {
            NPC_ChangeWeapon( WP_NONE );
        }
        break;
    }

    NPC_FaceEnemy( qtrue );

    ATST_Ranged( visible, advance,altAttack );
}
示例#5
0
////////////////////////////////////////////////////////////////////////////////////////
// Call This function to make Boba actually shoot his current weapon
////////////////////////////////////////////////////////////////////////////////////////
void	Boba_Fire()
{
	WeaponThink(qtrue);

	// If Actually Fired, Decide To Apply Alt Fire And Calc Next Attack Delay
	//------------------------------------------------------------------------
	if (ucmd.buttons&BUTTON_ATTACK)
	{
		switch (NPC->s.weapon)
		{
		case WP_ROCKET_LAUNCHER:
			TIMER_Set( NPC, "nextAttackDelay", Q_irand(1000, 2000));

			// Occasionally Shoot A Homing Missile
			//-------------------------------------
			if (!Q_irand(0,3))
			{
				ucmd.buttons &= ~BUTTON_ATTACK;
				ucmd.buttons |=  BUTTON_ALT_ATTACK;
				NPC->client->fireDelay = Q_irand( 1000, 3000 );
			}
			break;

		case WP_DISRUPTOR:
			TIMER_Set(NPC, "nextAttackDelay", Q_irand(1000, 4000));

			// Occasionally Alt-Fire
			//-----------------------
			if (!Q_irand(0,3))
			{
				ucmd.buttons &= ~BUTTON_ATTACK;
				ucmd.buttons |=  BUTTON_ALT_ATTACK;
				NPC->client->fireDelay = Q_irand( 1000, 3000 );
			}
			break;

		case WP_BLASTER:

			if (TIMER_Done(NPC, "nextBlasterAltFireDecide"))
			{
 			 	if (Q_irand(0, (NPC->count*2)+3)>2)
				{
			 		TIMER_Set(NPC, "nextBlasterAltFireDecide", Q_irand(3000, 8000));
					if (!(NPCInfo->scriptFlags&SCF_ALT_FIRE))
					{
						Boba_Printf("ALT FIRE On");
						NPCInfo->scriptFlags |= SCF_ALT_FIRE;
						NPC_ChangeWeapon(WP_BLASTER);			// Update Delay Timers
					}
				}
				else
				{
					TIMER_Set(NPC, "nextBlasterAltFireDecide", Q_irand(2000, 5000));
					if ( (NPCInfo->scriptFlags&SCF_ALT_FIRE))
					{
						Boba_Printf("ALT FIRE Off");
						NPCInfo->scriptFlags &=~SCF_ALT_FIRE;
						NPC_ChangeWeapon(WP_BLASTER);			// Update Delay Timers
					}
				}
			}

			// Occasionally Alt Fire
			//-----------------------
			if (NPCInfo->scriptFlags&SCF_ALT_FIRE)
			{
				ucmd.buttons &= ~BUTTON_ATTACK;
				ucmd.buttons |=  BUTTON_ALT_ATTACK;
			}
			break;
		}
	}
}
示例#6
0
void NPC_BSSniper_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
	{//going to run
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS = enemyCS = qfalse;
	AImove = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
	if ( enemyDist < 16384 )//128 squared
	{//too close, so switch to primary fire
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
			{//use primary fire
				trace_t	trace;
				gi.trace ( &trace, NPC->enemy->currentOrigin, NPC->enemy->mins, NPC->enemy->maxs, NPC->currentOrigin, NPC->enemy->s.number, NPC->enemy->clipmask, G2_NOCOLLIDE, 0 );
				if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->s.number ) )
				{//he can get right to me
					NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
					//reset fire-timing variables
					NPC_ChangeWeapon( WP_DISRUPTOR );
					NPC_UpdateAngles( qtrue, qtrue );
					return;
				}
			}
			//FIXME: switch back if he gets far away again?
		}
	}
	else if ( enemyDist > 65536 )//256 squared
	{
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
			{//use primary fire
				NPCInfo->scriptFlags |= SCF_ALT_FIRE;
				//reset fire-timing variables
				NPC_ChangeWeapon( WP_DISRUPTOR );
				NPC_UpdateAngles( qtrue, qtrue );
				return;
			}
		}
	}

	Sniper_UpdateEnemyPos();
	//can we see our target?
	if ( NPC_ClearLOS( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
		enemyLOS = qtrue;
		float maxShootDist = NPC_MaxDistSquaredForWeapon();
		if ( enemyDist < maxShootDist )
		{
			vec3_t fwd, right, up, muzzle, end;
			trace_t	tr;
			AngleVectors( NPC->client->ps.viewangles, fwd, right, up );
			CalcMuzzlePoint( NPC, fwd, right, up, muzzle, 0 );
			VectorMA( muzzle, 8192, fwd, end );
			gi.trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );

			int hit = tr.entityNum;
			//can we shoot our target?
			if ( Sniper_EvaluateShot( hit ) )
			{
				enemyCS = qtrue;
			}
		}
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
	}
	*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}
	if ( enemyCS )
	{
		shoot = qtrue;
	}
	else if ( level.time - NPCInfo->enemyLastSeenTime > 3000 )
	{//Hmm, have to get around this bastard... FIXME: this NPCInfo->enemyLastSeenTime builds up when ducked seems to make them want to run when they uncrouch
		Sniper_ResolveBlockedShot();
	}

	//Check for movement to take care of
	Sniper_CheckMoveState();

	//See if we should override shooting decision with any special considerations
	Sniper_CheckFireState();

	if ( AImove )
	{//move toward goal
		if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
		{
			AImove = Sniper_Move();
		}
		else
		{
			AImove = qfalse;
		}
	}

	if ( !AImove )
	{
		if ( !TIMER_Done( NPC, "duck" ) )
		{
			if ( TIMER_Done( NPC, "watch" ) )
			{//not while watching
				ucmd.upmove = -127;
			}
		}
		//FIXME: what about leaning?
		//FIXME: also, when stop ducking, start looking, if enemy can see me, chance of ducking back down again
	}
	else
	{//stop ducking!
		TIMER_Set( NPC, "duck", -1 );
	}

	if ( TIMER_Done( NPC, "duck" ) 
		&& TIMER_Done( NPC, "watch" ) 
		&& (TIMER_Get( NPC, "attackDelay" )-level.time) > 1000 
		&& NPC->attackDebounceTime < level.time )
	{
		if ( enemyLOS && (NPCInfo->scriptFlags&SCF_ALT_FIRE) )
		{
			if ( NPC->fly_sound_debounce_time < level.time )
			{
				NPC->fly_sound_debounce_time = level.time + 2000;
			}
		}
	}

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( AImove )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
		NPC_UpdateAngles( qtrue, qtrue );
	}
	else// if ( faceEnemy )
	{//face the enemy
		Sniper_FaceEnemy();
	}

	if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
	{
		shoot = qfalse;
	}

	//FIXME: don't shoot right away!
	if ( shoot )
	{//try to shoot if it's time
		if ( TIMER_Done( NPC, "attackDelay" ) )
		{
			WeaponThink( qtrue );
			if ( ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK) )
			{
				G_SoundOnEnt( NPC, CHAN_WEAPON, "sound/null.wav" );
			}

			//took a shot, now hide
			if ( !(NPC->spawnflags&SPF_NO_HIDE) && !Q_irand( 0, 1 ) )
			{
				//FIXME: do this if in combat point and combat point has duck-type cover... also handle lean-type cover
				Sniper_StartHide();
			}
			else
			{
				TIMER_Set( NPC, "attackDelay", NPCInfo->shotTime-level.time );
			}
		}
	}
}
示例#7
0
void NPC_BSGrenadier_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSGrenadier_Patrol();//FIXME: or patrol?
		return;
	}

	if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
	{//going to run
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSGrenadier_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS = enemyCS = qfalse;
	move = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );

	//See if we should switch to melee attack
	if ( enemyDist < 16384 && (!NPC->enemy->client||NPC->enemy->client->ps.weapon != WP_SABER||!NPC->enemy->client->ps.saberActive) )//128
	{//enemy is close and not using saber
		if ( NPC->client->ps.weapon == WP_THERMAL )
		{//grenadier
			trace_t	trace;
			gi.trace ( &trace, NPC->currentOrigin, NPC->enemy->mins, NPC->enemy->maxs, NPC->enemy->currentOrigin, NPC->s.number, NPC->enemy->clipmask );
			if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->enemy->s.number ) )
			{//I can get right to him
				//reset fire-timing variables
				NPC_ChangeWeapon( WP_MELEE );
				if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT )
				{//FIXME: should we be overriding scriptFlags?
					NPCInfo->scriptFlags |= SCF_CHASE_ENEMIES;//NPCInfo->behaviorState = BS_HUNT_AND_KILL;
				}
			}
		}
	}
	else if ( enemyDist > 65536 || (NPC->enemy->client && NPC->enemy->client->ps.weapon == WP_SABER && NPC->enemy->client->ps.saberActive) )//256
	{//enemy is far or using saber
		if ( NPC->client->ps.weapon == WP_MELEE && (NPC->client->ps.stats[STAT_WEAPONS]&(1<<WP_THERMAL)) )
		{//fisticuffs, make switch to thermal if have it
			//reset fire-timing variables
			NPC_ChangeWeapon( WP_THERMAL );
		}
	}

	//can we see our target?
	if ( NPC_ClearLOS( NPC->enemy ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		enemyLOS = qtrue;

		if ( NPC->client->ps.weapon == WP_MELEE )
		{
			if ( enemyDist <= 4096 && InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
			{
				VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
				enemyCS = qtrue;
			}
		}
		else if ( InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 45, 90 ) )
		{//in front of me 
			//can we shoot our target?
			//FIXME: how accurate/necessary is this check?
			int hit = NPC_ShotEntity( NPC->enemy );
			gentity_t *hitEnt = &g_entities[hit];
			if ( hit == NPC->enemy->s.number 
				|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) )
			{
				VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
				float enemyHorzDist = DistanceHorizontalSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );
				if ( enemyHorzDist < 1048576 )
				{//within 1024
					enemyCS = qtrue;
					NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
				}
				else
				{
					NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
				}
			}
		}
	}
	else
	{
		NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
	}
	*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}

	if ( enemyCS )
	{
		shoot = qtrue;
		if ( NPC->client->ps.weapon == WP_THERMAL )
		{//don't chase and throw
			move = qfalse;
		}
		else if ( NPC->client->ps.weapon == WP_MELEE && enemyDist < (NPC->maxs[0]+NPC->enemy->maxs[0]+16)*(NPC->maxs[0]+NPC->enemy->maxs[0]+16) )
		{//close enough
			move = qfalse;
		}
	}//this should make him chase enemy when out of range...?

	//Check for movement to take care of
	Grenadier_CheckMoveState();

	//See if we should override shooting decision with any special considerations
	Grenadier_CheckFireState();

	if ( move )
	{//move toward goal
		if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
		{
			move = Grenadier_Move();
		}
		else
		{
			move = qfalse;
		}
	}

	if ( !move )
	{
		if ( !TIMER_Done( NPC, "duck" ) )
		{
			ucmd.upmove = -127;
		}
		//FIXME: what about leaning?
	}
	else
	{//stop ducking!
		TIMER_Set( NPC, "duck", -1 );
	}

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( move )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
		NPC_UpdateAngles( qtrue, qtrue );
	}
	else// if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy();
	}

	if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
	{
		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 );
				TIMER_Set( NPC, "attackDelay", NPCInfo->shotTime-level.time );
			}
			
		}
	}
}
示例#8
0
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;
			}
		}
	}
}